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#1101
heckur

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In response to post #8427225. #8427240, #8427245, #8427257, #8427271, #8429875, #8432093 are all replies on the same post.

No it doesn't get much better. The damage will increase a little bit with skill, but that's all.

#1102
XeRib

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In response to post #8421936. #8422690, #8422697, #8428153, #8428266, #8428599 are all replies on the same post.

Here's what I've got under REQ_Dualscaling:
Costmod_Illusion_var=2
Costmod_Normal_var=0
Powermod_Illison_var=1
Powermod_Normal_var=0

I assume I somehow need to change the "Normal" variables to 2 & 1 accordingly?

And yes, non-illusion spells are costless and ineffective.

Edited by XeRib, 11 July 2013 - 02:39 PM.


#1103
ogerboss

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In response to post #8421936. #8422690, #8422697, #8428153, #8428266, #8428599, #8435705 are all replies on the same post.

That's exactly what you would have to do...unfortunately, there is a slight problem: These are script-internal variables, you cannot access them.
But don't panic, in the next release, these variables are coupled to global variables (which you can access from the console) as failproof fallback when this rare error occurs. :) (And since the Requiem-autoupdater discards the old script version currrently running on your hero completely there is need to worry about updating issues either.)

#1104
XeRib

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In response to post #8421936. #8422690, #8422697, #8428153, #8428266, #8428599, #8435705, #8436038 are all replies on the same post.

Well, then I'll just play as it is and wait for the update. Thanks =)

#1105
heckur

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When taking the Sophisticated Illusion perk, the Enraging Rune spell is in the list of spells to choose from, despite that this spell is an Apprentice level spell. The other spells in that list all seem to be Adept level spells. I hope that Enraging Rune will be upgraded to Adept level, so that it can be used to setup undead against each other.


#1106
belgare

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Are zombies raised by npcs supposed to be immune to all damage for 5-10ish seconds? (This is counting after the raising animation is done) Just started the first Dawnguard quest with the vampires in the cave and I noticed that I have to wait a while before whatever is raised can even start taking damage, either from my weapon(s) or my fire atronach. I'm sure I've run into the immunity from raised things elsewhere but just now realized what was causing it.

Edited by belgare, 12 July 2013 - 07:17 AM.


#1107
ManOfHonor

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Edit:

Nevermind.

I missed the other post about the fast travel change needing a cell change to work. I had tried restarting skyrim. Got ti now though.

Edited by ManOfHonor, 12 July 2013 - 07:34 AM.


#1108
heckur

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In response to post #8440744.

Depending on the skill of the necromancer, raised dead get a bonus to their health (fortify health effect). However, this bonus is not visible in the health bar of the raised dead. So, while you are doing damage, you can't see it as long as the bonus health isn't gone. Appearently, this is an engine limitation.

#1109
belgare

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In response to post #8440744. #8440894 is also a reply to the same post.

Good to know, thanks! **Goes back to getting slaughtered by vampires**

#1110
ogerboss

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In response to post #8440806.

With the MCM of 1.7 this will be no longer necessary. :)




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