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Megapithecanthrope

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Everything posted by Megapithecanthrope

  1. Hello all, I am trying to modify the Soul Stealer perk so that it applies the Fiery Soul Trap effect (adding fire damage on strike) instead of just the generic soul trap. I have edited the bound weapon enchantments in the Creation Kit to include the fire damage effect but when I strike a target in game they do not light on fire like they should. Does anyone know why this might be happening? I am afraid that it is a conflict between the shader applied on hit by the soul trap effect not allowing the fire damage to be visible. As far as I can tell the fire damage effect is being applied correctly to bound weapons. NPCs comment "Be careful with that fire!" whenever I approach them with a bound weapon drawn and I get the message "Flame Atronach resisted Bound Sword FX" whenever I strike one. Still, none of them ever visibly light on fire and burn when hit like they do with the generic fire damage and Fiery Soul Trap enchantments. I know next to nothing about how the shaders and effects for enchantments are applied by the game or if bound weapons are somehow a special case. If anyone with more experience with these kinds of things has any insight into why the fire damage effect is not lighting targets on fire I would be grateful for the feedback. Thanks, Megapithecanthrope
  2. I rescind my question. I have found the values under the game settings tab. Unfortunately it does not look as though I will be able to directly modify the costs or magnitudes of dual cast spells. I will have to come up with some kind of work around.
  3. Hello, This is my first time modding and I am trying to create a perk overhaul to compliment the Uncapper Mod. I am basically adding additional ranks to the already existing vanilla perks and one of the perks I want to overhaul are the magic dual casting perks. I am relying on the Creation Kit to make this mod because I do not have any significant experience with programming. I can find the dual casting perks in the Creation Kit but I can not figure out how to modify either the spell cost or magnitude of a dual cast spell. From what I have read the default values are spell cost 2.8X and magnitude 2.2X. I want to alter these values for higher level dual casting perks but am struggling to figure out where the commands or data are stored for making that happen. I have noticed that other people have created mods that modify how dual casting works but I do not know how they have achieved this. I tried to view their mods in the Creation Kit to see if I could figure out what they had done but that has failed to yield any results. If anyone knows how to modify the dual casting perks and could point me in the right direction I would be very grateful. I could make the mod I want without messing with dual casting but I really want to include these new perks. If anyone has any advice or direction that would be great. Thank you in advance for your help.
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