poporaltemporal Posted January 17, 2022 Posted January 17, 2022 Hey, I am looking for ways to modify existing spells. I know the primary way of doing this is by CK but doing so would cause major conflict wars with dozens of other spell modifying mods. Therefor I am wondering if there is a way to do it with script or SKSE plugin.
lisander68 Posted January 17, 2022 Posted January 17, 2022 2 hours ago, poporaltemporal said: Hey, I am looking for ways to modify existing spells. I know the primary way of doing this is by CK but doing so would cause major conflict wars with dozens of other spell modifying mods. Therefor I am wondering if there is a way to do it with script or SKSE plugin. It depends on what kind of changes you need to make, whether they are graphical effects or improvements such as enhancing spells. I modified the Flare Star from SkyrimSE to SkyrimLe by simply passing nif files from another spell and without using any programs or plugins of any kind. 1
poporaltemporal Posted January 17, 2022 Author Posted January 17, 2022 3 hours ago, lisander68 said: It depends on what kind of changes you need to make, whether they are graphical effects or improvements such as enhancing spells. I modified the Flare Star from SkyrimSE to SkyrimLe by simply passing nif files from another spell and without using any programs or plugins of any kind. For starters just the basic stuff on the script side and well not so basic stuff I have been so annoyed by some elder scroll spell design choices that they need to change. When I am done with that lets see 1
lisander68 Posted January 17, 2022 Posted January 17, 2022 1 hour ago, poporaltemporal said: For starters just the basic stuff on the script side and well not so basic stuff I have been so annoyed by some elder scroll spell design choices that they need to change. When I am done with that lets see So we are talking about a graphic factor. The script is not necessary. As I don't have SkyrimSE, I don't know if the mods have a BSA type container or similar. In that case, simply, as mentioned above, bypass the nif files, extract them from the container, choose others with better effects, rename them, and reposition them in the meshes with their destination folder. To give you an example, check out the blog of ?????? 1627, there is the modification I made for the Flare Star. Definitely changed from the original (which was then a conversion from Skyrim SE to Skyrim LE)
poporaltemporal Posted January 18, 2022 Author Posted January 18, 2022 12 hours ago, lisander68 said: So we are talking about a graphic factor. The script is not necessary. As I don't have SkyrimSE, I don't know if the mods have a BSA type container or similar. In that case, simply, as mentioned above, bypass the nif files, extract them from the container, choose others with better effects, rename them, and reposition them in the meshes with their destination folder. To give you an example, check out the blog of ?????? 1627, there is the modification I made for the Flare Star. Definitely changed from the original (which was then a conversion from Skyrim SE to Skyrim LE) Think BSAs are supported but not recommended. MO2 for example want to extract those archives and remove them. I am changing whole mechanic of ward for example. Though its tricky as I would break npcs etc if I modify existing spells. So its not only graphics factor. It would be neat to have nice graphics to go with code but for start I do logic then implement easy localization and graphics perhaps sounds.
Darkpig Posted December 4, 2022 Posted December 4, 2022 Have you tried creating a patch at the end of your load order? I use TES5 Edit to create a patch at the end of my load order. It also tells you which mods are trying to compete for the same spell. With TES5 Edit I can modify spells on a whim and have as many effects on my spells as I want.
Andy14 Posted December 4, 2022 Posted December 4, 2022 8 hours ago, leesjig said: Since this is kind of a spell modification topic. Is there a way to increase the timer of a spell. ex: candle light is 60 sec. which is crap. A possible console command to tweak the timer of spells or does require a major mod. Some spell I would like to use more, but this 60 sec. timer is just garbage, and makes it not worth using these spells with short timers on them. Usually these timers are set in the spell under Duration/Magnitude and can be changed there (CK or TESVEdit)
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