In a mod I've been working on for quite a while, I'm having an issue with some new perk ranks I've added to Augmented Flames/Frost/Shock. The perks work in-game, but the problem is that it stacks a 1.75x Mod Spell Magnitude on top of the old 1.5x multiplier for Augmented<element>60 perk, instead of replacing the old modifier like what happens with the two vanilla perks. With Fireball as an example: With Augmented Flames, it has 50 damage displayed ingame. (40*1.25) = 50, so this checks out. With Augmented Flames 2 [AugmentedFlames60], it has 60 damage displayed ingame (40*1.5) = 60, so this checks out. With my custom Augmented Flames 3 perk, it has 105 damage displayed ingame. Perk has a 1.75x Mod Spell Magnitude. (40*1.75) = 70, but I get 105. What happens is this: ([40*1.5]*1.75) = 105 Which is.. undesirable. Rank 3 is stacking with Rank 2, instead of replacing it, like how Rank 2 replaces / does not stack with Rank 1. What I did: For the Rank 3 elemental perks, I duplicated the Rank 2 perk, edited the pre-existing Mod Spell Magnitude multiplier from 1.5 to 1.75, and edited the original Rank 2 perks to have the respective Rank 3 perk as the next perk. The Rank 2 perks function perfectly fine; I only edited the Next Perk setting. What I'm asking is, how do I have my Rank 3 perk function the way the vanilla Rank 2 perk does in replacing the old 1.25x Magnitude multiplier with the new 1.5x multiplier? I may of also hit the same issue with the "Recovery" perk (Restoration). Added a 3rd rank in the exact same manner as the above perks; hard to tell if its broken in the same way though. Any help is appreciated, and I can provide additional info if/as needed.