RoughAndTough00 Posted December 11, 2011 Share Posted December 11, 2011 I'm really a newbie in modding terms but I'll like to start in modding spells characteristics such as casting time, damage, duration, etc.Please can someone guide me? Thank you! Link to comment Share on other sites More sharing options...
CampanaAliquanta Posted December 12, 2011 Share Posted December 12, 2011 Wait for the CK to come out (end of January probably). In the meantime a collection of guides and info:http://www.thenexusforums.com/index.php?/topic/471428-modding-faq-how-to Link to comment Share on other sites More sharing options...
Skree000 Posted December 12, 2011 Share Posted December 12, 2011 One thing im doing while I wait for the CK is making a huge list of all the things I plan on modding. Getting the ObjectID numbers of the objects, spells, npcs etc you want to modify will be a big help, so you can do that now while you are waiting :) Link to comment Share on other sites More sharing options...
Galacticat42 Posted December 12, 2011 Share Posted December 12, 2011 One thing im doing while I wait for the CK is making a huge list of all the things I plan on modding. Getting the ObjectID numbers of the objects, spells, npcs etc you want to modify will be a big help, so you can do that now while you are waiting :) Makin' a list? Heh... I just pick something out of my brain and go to town on the storyboard, meshes and textures. I already have the overlay of my mod's story and 1 Battleaxe mesh with a Dragon Whelp WIP. Link to comment Share on other sites More sharing options...
punxdog Posted December 12, 2011 Share Posted December 12, 2011 Umm... well that's not the only way.. You can edit damage and duration, using tessnip, so it's possible right now. Look at THIS for some more info and EFID is your spell type and EFIT is the effect, bit tricky to explain more than that but the values are in hex and the code is kind of written backwards. The buttons down the bottom of tessnip give you the real life figures and the button next to it injects it into it. What I am having issues with is creating new spells effects, using MGEF and whilst you can change the values and have them work, creating new ones doesn't seem to work for some reason. The duration for casting is in there I am pretty sure. I was a beginner and did it myself, done a few useful mods too now, so not saying it's not possible, just a bit of a curve to learn where to add values. The CS will come when it comes and then I'll have to relearn it. *laughs* Link to comment Share on other sites More sharing options...
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