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Posted

So, I decided to make the simple change of modifying all ingredients with a restore attribute to be fortify attribute, (ex Restore Agility => Fortify agility)... as I feel like restore attribute is a useless effect, and would like to see more "speed pots" and the like.

 

I found other ingredients that had fortify attribute and copied the settings over, however, Oblivion is neglecting the changes I made to the ingredients in game and erasing my custom effect from the ingredient's list.

 

 

For example, Fly Amantia Caps normally have Restore Agility as their first effect, I typed in FOAT instead REAT so that it would fortify agility instead.

In game, Fly Amantia Caps only display three effects: Burden, restore health, and shock damage.

 

In fact, no matter what effect I substitute in for the Restore Agility, it doesn't show up in game. The effects I type in look identical to effects native to vanilla ingredients, aside from maybe a magnitude adjustment.

 

Any clue why the effects aren't showing up?

Posted

I typed in FOAT instead REAT so that it would fortify agility instead.

What exactly do you mean by that? Did you:

 

Just change the EditorID?

 

Change the actual effect itself in the ingredient?

 

Modify the Gameplay Magic Effect?

Posted

... as I feel like restore attribute is a useless effect,

 

Until you start to get your skills and abilities damaged. Not so useless then.

Posted
Huh, I didn't even know you can use TES4Edit for that sort of thing. I can confirm it's easy to do with the CS. I'm not much of a modder and I managed to add a scripted effect from Mod A to about fifty items that are added by Mod B, and it worked the first time I tested it out with no issues. If I can manage that, it should be even easier to just switch one vanilla effect for another vanilla effect on a vanilla item.
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