Nevrte Posted August 19, 2010 Share Posted August 19, 2010 I ate three chokeberries as part of Molag Bal's quest so I wouldn't have to wait as long to die, but I didn't know that the effect was permanent, and I've know saved over all games before I ate the damn thing. I've read the instructions, but I don't get how to find the xx part of the ID to get rid of the spell. Can anyone help me? Thanks. Link to comment Share on other sites More sharing options...
Pronam Posted August 19, 2010 Share Posted August 19, 2010 Unless it is added as an ability upon use, have you tried a 100% dispel-spell yet? Link to comment Share on other sites More sharing options...
Nevrte Posted August 19, 2010 Author Share Posted August 19, 2010 Unless it is added as an ability upon use, have you tried a 100% dispel-spell yet? I did. The effect is permanent. Apparently to be more deadly to NPCs that you use it on. Link to comment Share on other sites More sharing options...
Sir Henry Echo Posted August 19, 2010 Share Posted August 19, 2010 Well I suggest an alternative here, make a scripted spell that removes spells as part of its scripted effect, scripts like this are not bound to the need of the use of number id's only, you just have to type out the name of the spell you want to remove. I did something similar with the guards of cheydinhal and the dark brother hood poisoned apples, I reverse pick-pocketed them onto the entire guard force of the town for fun, then I found out the guards will keep getting killed. :) So I had to get it removed or the guards will never protect the town from bandits and aggressive animals etc ever again. Here's my scripted effect for the distance aoe spell (for mass curing purposes :whistling: ...)... just replace the abapplepoison spell name id with the name id for chokeberries ability spell, as the vial lair happens to be an esp instead of esm you'll either need to edit the esp itself for the game to find it as it doesn't look into separate esp files or use wyre mash (or whats ever the pograms name is) to make ans esm file out of it (or a new esm file of a simular name) so the new esp file you make for this scripted spell will work, and make the target on self. After that's all done you should be able to get rid of that scripted spell. :woot: ____________________________ scn RemoveKillMagicEffectScript short updatecount Begin ScriptEffectStart removespell AbApplePoisonend _____________________________ On a side note here you could use this flaw with the respawnning guards not being protected from this like essential characters to commit crimes with out opposition. :pirate: Imagine the imperial watch in the imperial city being completely unable to stop you because every time they get up they die a short time later, no bandits or animals usually wander around there accept for that spill over spawn in that inn that's by the stables inside the main wall entrance. Link to comment Share on other sites More sharing options...
Nevrte Posted August 20, 2010 Author Share Posted August 20, 2010 Thanks for the help, guys. Turns out I had one recent save left, so I'm using that, but I appreciate your advice. Thanks! Link to comment Share on other sites More sharing options...
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