DrawersBrain Posted August 3, 2022 Share Posted August 3, 2022 Hey there,I have been dabbling in creating kit for a while and noticed that certain perks such as augmented flames/frost/lightning call on modify-spell-magnitude, however I see nowhere why it is only modifying their own respective element.Same goes for how only swords are affected from the crit perks even though it simply calls on "modify crit chance" entry point.If anybody has insight into why that is and how I can modify it, for example to have axes crit as well or use modify-spell-magnitude on both fire and frost at the same time, that would be great. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 21, 2022 Share Posted August 21, 2022 Hi. I'm late on this, I know, but I've just seen it. On the conditions in the perk, you are just looking at the first tab that is to modify spell damage. In the next tab 'Spell', you will see a condition that the spell must have the keyword 'MagicDamageFire' That's the bit that makes it only on fire spells. If you want it to work on Frost too, you would change the 'AND' operator at the end of this line to 'OR'. Then you would add the keyword 'MagicDamageFrost' in a new line underneath the first one. Your conditions now read: S EPMagic_SpellHasKeyword Keyword: 'MagicDamageFire' == 1.0 ORS EPMagic_SpellHasKeyword Keyword: 'MagicDamageFrost' == 1.0 AND If you want to add lightning damage change the AND operator on the second line to 'OR' and add the shock damage as you did for the Frost. The multiplier would then apply to all destruction spells. Basically the conditions are run on 'S' for Subject. The rest just says that the spell needs a keyword and that keyword is the one you entered. == 1.0 means that each statement must be true or the perk is not applied. 'OR' at the end tells the game to see if the next condition is true even if the first one isn't. If neither are true, the game will not apply the perk. A similar thing will apply to the other perk, though I'm not sure which one you are referring to. Critical Shot needs the keyword 'WeaponTypeBow'. Warning! Doing this to a vanilla perk is a bad idea. It would make the Destruction tree look daft. If you intend to merge those perks into 1 and alter the skill tree, or if you are adding a totally independent perk, that the player can earn in a quest, then that's OK. Edit: Found it. You must be referring to the 'Bladesman' perks. Yep, it's exactly the same. They are only applied if the weapon has the keyword 'WeaponTypeSword'. Keywords are very useful and powerful for modders of Skyrim. Note: If you are only looking at the first dialogue box for the perks, double-click on the perk entry to bring up the full conditions dialogue box. That's where the stuff I'm talking about is all done. P.S. In future, you might get more answers if you describe the problem more clearly. Most people won't go trawling through CK like me, trying to guess what you need! I'm not trying to be rude. Just giving advice. The last thing I want to do is put you off asking questions... it's what we're all here for. Link to comment Share on other sites More sharing options...
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