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Decreasing spell costs of particular types

magicka cost construction set modding oblivion spell magic mage

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#1
Amessagetoyou

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Hello everyone.
I have a small question regarding a simple mod I would like to make.
Essentially, I am using a mod that enables creation of spells over 120 seconds, specifically 900 seconds (7.5x increase)
Now, my goal is to make spells (not damage spells, but fortify, drain, resist, shield, summon, light, buoyancy, night-eye spells) that would have cost, let's say, 50 magicka at certain a magnitude and 120 seconds cost the same but at 900 seconds at the same magnitude of course)

So, let's say a "Fortify Intelligence by 30 for 120 seconds" costs 79 Magicka. Now, I would like to make "Fortify Intelligence by 30 for 900 seconds" cost 79 Magicka instead. I am given to understand that there is a spell cost multiplier for different types of spells somewhere on the construction set. So, I am supposed to change that value and save it as a new mod and enable it with higher priority.

Is my understanding of the situation correct. If yes, could you please tell me which values (and by how much) for the types of spells I mentioned above I am supposed to modify?
I really appreciate your insight into this as I am totally clueless at the moment  :whistling: 

Thanks to all of you.



#2
Oblivionaddicted

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You can decrease the base cost but it would also affect the enchantments and potions.



#3
Amessagetoyou

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You can decrease the base cost but it would also affect the enchantments and potions.

If I understood you correctly, this should not affect the already-enchanted items but just give me an option to go way overboard on ecnhantments, right?
I am not concerned about this to be honest as I can just ignore it.
But, is it possible to change the best cost of individual spells instead of all spells? And should I just decrease it 7.5 times? So, the spell at 900 seconds would cost just as much as the same spell at 120 seconds originally?



#4
Oblivionaddicted

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I think the best mean to know is to try.



#5
Amessagetoyou

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I think the best mean to know is to try.

Seems fair, do you know what variable I am supposed to change in the Construction set? I'm given to understand that there should be a number of each type of spell. So, I am planning to change the ones I mentioned earlier. Hopefully, it will work  :thumbsup:



#6
Oblivionaddicted

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Many magic effects have their own base cost.

 

Go in Gameplay -> magic effect



#7
Amessagetoyou

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Many magic effects have their own base cost.

 

Go in Gameplay -> magic effect

That's great. I was worried it would affect every spell out there. 
I should decrease the base cost by 7.5 right? (Since I want 900 seconds to cost the same as 120?)







Also tagged with one or more of these keywords: magicka, cost, construction, set, modding, oblivion, spell, magic, mage

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