Jump to content

[Qestion] Some CK-related questions


Azazellz

Recommended Posts

Posted

1. What happens if I change EditorID of a spell (passive ability, that increases some stats like health, or attack speed) and it's MagicEffect EditorID? Will this spell be present on the character after the game is loaded? What happens to the effect of the spell? What happens to the stats of the character?

 

2. What happens if I delete such type of a spell completely? Will this spell effects be present on the character, if spell effect goes from vanilla game?

Or if this spell effects goes from mod, and I delete them? What happens to the stats of the character in that case?

 

Thanks for answers.

Posted

1. What happens if I change EditorID of a spell (passive ability, that increases some stats like health, or attack speed) and it's MagicEffect EditorID? Will this spell be present on the character after the game is loaded? What happens to the effect of the spell? What happens to the stats of the character?

 

2. What happens if I delete such type of a spell completely? Will this spell effects be present on the character, if spell effect goes from vanilla game?

Or if this spell effects goes from mod, and I delete them? What happens to the stats of the character in that case?

 

Thanks for answers.

 

1 The spell will be gone from anybody, player included who already had it, so if it increases the characters carry weight that carry weight increase will be gone, it should also go from the active affects page of the character as well.  Basically anything the spell did will no longer be there.

 

2 Same as above you delete the spell the effects are gone when you re load the game, if there is a script applying the effect it could also cause problems as the script, which is still in the save will try to run, but with the editorid and magiceffect id changed or missing it will generate errors, and depending on how the script is written potentially causeing other problems as well.

Posted

2 Same as above you delete the spell the effects are gone when you re load the game, if there is a script applying the effect it could also cause problems as the script, which is still in the save will try to run, but with the editorid and magiceffect id changed or missing it will generate errors, and depending on how the script is written potentially causeing other problems as well.

But I read somewhere that if the spell has vanilla effects, and if you delete spell, the effects will remain on the character.

What do you plan to do?

Just a mod-cleaning.

New EditorID's for some spells for better navigation and better systematization.

So I'm thinking now, how do I do it better: remove all old spells and make new ones instead, or change the old ones without creating new ones.

 

 

Also I do not use constantly running scripts. My scripts are called once, and then end before a new call.

Posted

 

2 Same as above you delete the spell the effects are gone when you re load the game, if there is a script applying the effect it could also cause problems as the script, which is still in the save will try to run, but with the editorid and magiceffect id changed or missing it will generate errors, and depending on how the script is written potentially causeing other problems as well.

But I read somewhere that if the spell has vanilla effects, and if you delete spell, the effects will remain on the character.

 

 

That is possible, but it is something you would need to check for, I tend to go on the assumption that removing a mod will remove anything it does, which seems to be the way things work, but there again I tend to remove enchantments and active affects added by weapons/armour from mods, mostly as I want the weapons/armour I do not want whatever over powered abilities the creator has added to them, though there are a few exceptions to this but not many.

Posted
When it's  for cleaning Mod (no Vanilla Spells / Effect), then the best way would be:

1. Create New Magic Effect

2. Create New Spell and use the New Magic Effect

 

 

Whether Effect is permanent depends on setting the Magik effect (Recover).

Posted

 

When it's  for cleaning Mod (no Vanilla Spells / Effect), then the best way would be:
1. Create New Magic Effect
2. Create New Spell and use the New Magic Effect

I think it's not a best idea.

 

After some testing I found next things:

1) Testing was performed with a passive racial ability (spell), which increased bow stagger bonus (like vanilla perk in bows tree, but constant).

2) Deleting spell and effect in CK removed them from the effects list. But the parameter "BowStaggerBonus" remained the same, as if the effect is still present on the character.

3) Renaming spell and effect Editor ID left this renamed effects on character, and did not give a doubling of the "BowStaggerBonus" parameter strength.

 

So deleting anything, constantly persisting on a character is a very bad idea =)

Posted
Whether it's bad idea depends on the magic effect itself (Perk values, for example) and No-Recover flag in the Magig Effect itself. Or from the script, if used

Since I do not know this, my statement is only general in relation to the cleanup itself.

 

Therefore my question, what you intend. ;)

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...