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Spell Cost Correction


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I was browsing UESP and found the formula for enchanting cast cost (effectiveCost = baseCost*(1.1 - enchant/100)) and realized this would fix most of the problems I have with spellcasting (plus spell costs change in every core Elder Scrolls game, Arena, Daggerfall, Oblivion AND Skyrim... Morrowind is the only exception). 

However, I have never made a mod and have no idea how I would go about implementing this. (I looked around in the Construction Set and couldn't figure out where scripts involving basic spellcasting were, so didn't make much progress...)

Does anyone have any (useful) advice, or maybe someone would even be interested in just making this themselves? 

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I spent a lot of time reading about doing Scripts at the Wiki for Morrowind modding.  I had to go back and read the instructions several times before Learning all about the script method.  It will reward you if you do.  I haven't modded Morrowind since Windows 7 was the OS. 

I assure you that reading the instructions for scripting on the Morrowind Wiki has all the instructions you will need.

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Been checking various things on modding on UESP and haven't yet found anything on basic spellcasting. I also tried finding the same thing for using enchanted items, as it should give me an idea how that's implemented. 

If anyone has any ideas, I'd appreciate it.  

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It's probably best to join this Discord and describe what you're tying to do there, it's much more active than here

https://discord.me/mwmods

Just because a formula has been discovered doesn't mean it's necessarily changeable using the TES:CS, people have been reverse engineering the Morrowind executable for, e.g. OpenMW. There maybe some variables exposed as GMSTs like the 1.1 in your example, but not the actual formula

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Thanks for the discord link, I'll ask there. 

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Guest deleted156886133

Hey, but check this out. The Morrowind Scripting For Dummies has some relevant information. I believe what you seek involves modifying game settings. However, I don't know how they would be implemented with a mod. But see the screenshots below.

Spoiler

01.jpg.ec7e7d3dd5023165f9470f834319a790.jpg

02.jpg.ff25caa9e35c3650b773051454934142.jpg

The screenshots are small, I know. They are just there for demonstration. But do ask on Discord. At least this may give you some direction.

--Edit--

I forgot to mention to take note of the highlighted blue areas, if it wasn't intuitive.

Edited by UsernameWithA9
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  • 6 months later...
On 6/12/2024 at 6:43 PM, bushwhacker2k said:

Does anyone have any (useful) advice, or maybe someone would even be interested in just making this themselves? 

 

Near the mentioned gameplay settings there is the dedicated Magic effects just above that in TES.

All magic effects cost can be modified in cost.

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