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tweaking an existing mod


Sceadugengan

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Posted

Hi guys.

 

In my current playthorugh I'm playing a mage who's nearing lvl50.

Using the mods Balanced Magic, Spell Crafting and an uncapper the damage my mage dishes out became rather ridiculous.

I don't mind strong spells, but they're too cheap for being strong.

 

In vanilla Skyrim magic skills reduce the cost of spells and Balanced Magic gets rid off this by setting the variable "fMagicCasterPCSkillCostBase" from 0.0025 to 0.

I want spells to become more expensive as they pack a greater punch, so - using Tes5Edit - I changed the value of this variable to something negative to scale costs up, but instead it made all spells free to cast D:

Then I tried to implement this by adding another effect to the perk responsible for spell magnitude scaling of Balanced Magic...

post-975741-0-87955900-1475699197_thumb.jpg

which had no effect on spell costs.

 

I've only recently started to tweak or make my own mods using Tes5Edit, so I don't have much experience modding mods.

I've been looking for a good example but couldn't find anything.
Is the effect I tried to add missing something or am I just using the wrong tool?

  • 1 month later...
Posted

This is just a guess, but looking at this formula:

 

Skill Cost Multiplier = 1 - (skill * fMagicCasterPCSkillCostBase)^fMagicPCSkillCostScale

 

While your change of "fMagicCasterPCSkillCostBase" to a negative value makes sense, you have to take the exponent into account, in this case "fMagicPCSkillCostScale".

 

With the vanilla values, this formula looks like this:

 

Skill Cost Multiplier = 1 - ( skill * 0.0025 ) ^ 0.65,  if you change the number inside the parenthesis into a negative value, the 0.65 exponent will make it yield an imaginary number.  I suggest you try to make the same change to a negative, BUT ALSO change "fMagicPCSkillCostScale", the exponent, to [1.0] to avoid weird math stuff.

  • 2 weeks later...
Posted

This is just a guess, but looking at this formula:

 

Skill Cost Multiplier = 1 - (skill * fMagicCasterPCSkillCostBase)^fMagicPCSkillCostScale

 

While your change of "fMagicCasterPCSkillCostBase" to a negative value makes sense, you have to take the exponent into account, in this case "fMagicPCSkillCostScale".

 

With the vanilla values, this formula looks like this:

 

Skill Cost Multiplier = 1 - ( skill * 0.0025 ) ^ 0.65,  if you change the number inside the parenthesis into a negative value, the 0.65 exponent will make it yield an imaginary number.  I suggest you try to make the same change to a negative, BUT ALSO change "fMagicPCSkillCostScale", the exponent, to [1.0] to avoid weird math stuff.

 

Sorry for the late reply.

Since it has been a long time I wasn't watching this topic anymore D:

 

Using Tes5Edit I've modified the values like you suggested.

When loading a save Skyrim doesn't CTD as it did with my previous attempt and with increasing destruction skill the spells' cost went up.

I guess it's working as I envisioned it.

 

Thanks alot :)

 

 

Don't mean to bump an older post, but wouldn't this just be easier to accomplish by modifying the costs of higher-tiered spells in CK?

 

The base cost of spells are fixed values, so as the skills improve and the magicka pool increases the costs won't matter anymore at some point.

Since I'm using an uncapper the skills can grow way beyond 100.

That's why I wanted for the costs to scale with skill gradually, so it stays balanced at all times, even if Destruction skill grows over 9000!!! ... in other words ridiculously high.

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