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[CK]Help with "Mod Spell Magnitude" perk entry point.


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Hello

Basically, I made a script that casts a spell on a power attack, and also made a perk that modifies the specific spell magnitude with a Multiply 1 + Actor Value Mult (Actor value being smithing btw).

However when testing in game, the perk doesn't seem to apply the spell at all.

I tried different conditions in the "Spell" tab of the Mod Spell Magnitude, tried HasMagicEffect, HasMagicEffectKeyword, EPMagic_SpellHasKeyword, GetIsID(and pointed to the specific spell), etc.
But nothing seems to work.

At this point I imagine that(probably) any spells that are cast via a script will not benefit from any perk.

Any thoughts on this?

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Post the script....

start small with to see if the Creation Spell tab/conditions that is the problem

Event OnEffectStart(Actor akTarget, Actor akCaster)
    
    Debug.MessageBox(Self+"[OnEffectStart] has Fired")
EndEvent

Once you know it is firing, worry about the code

edit edited perks with code cannot be applied to NPC AFAIK and only to the Player

Edited by PeterMartyr
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