Hello,
My goal was simply to add a negative effect to the "Dead Thrall" spell that would reduce the casters maximum magicka while the thrall was alive, and for each individual thrall. So for example, I cast Dead Thrall and now I have a permanent minion, but I suffer -20 magicka while the minion is alive. If I cast Dead Thrall again to get another minion, my magicka is now -40. If 1 minion dies I'm back to -20 etc.
The first problem that arises from this is that you cannot directly add a Self debuff to the Dead Thrall spell because the magic effect is aimed.
My first attempt to remedy this was to change the "ReanimateThrallFFAimed" magic effect to self with an area of 50, and then add a Damage Magicka effect that has a condition, "HasMagicEffectKeyword 'MagicSummonUndead' ==1". My thoughts were that the spell would reanimate all actors in an area of 50 around the caster, and apply the magicka debuff. Of course this didn't work. I'm assuming that the reanimate effect didn't cast in an area, but rather only on myself. (Another problem with this method is that there's is no way to account for the number of thralls reanimated, so I would receive only a flat magicka debuff.)
My second idea was to put an aimed magic effect on the Dead Thrall spell that would add a perk ability to the reanimated actor, that would apply a magicka debuff in a large area that only affected me (I would use the "GetIsId 'Player' ==1" on the spell that the perk applied). I didn't fully attempt this solution, because halfway through I forsaw two problems: 1.) The perk wouldn't actually be applied to the actor because at the time the spell hits him he is a corpse, and the game won't apply the perk to the corpse, or 2.) That the area-magicka-debuff wouldn't reach my character because it was applied on self ('Self' being the minion in this case) and even though it has an area, it won't apply to my character (Similar to how the 'Reanimate Thrall' spell acted when I set the delivery to self).
So before I move forward into any other theoretical solutions that may take hours to conceive and execute, are there any advanced modders that know a solution to this? I think this effect would be achieveable quite simply with a script, but if there is a way to avoid using any scripts, I'd rather do that. I already am experiencing slight script lag with my current mods. Plus, I don't know anything about scripting.
Thanks for reading, any help would be appreciated ![]()



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