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[LE] Perk Entry Point: Mod Incoming Spell Magnitude


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Hello

So, what I am trying to do is a perk that modify the MAGIC damage taken from specific races and factions.

Well, the spell description would be something like this:

 

"This item provides you with resistance against dark magic. (Undead, Daedra and Necromancers does 20% less magic damage against you)"

 

 

I was able to create a Physical damage version of it, using the Mod Incoming Damage perk entry point. It was easier(I guess) since I could point the specific conditions of the Attacker Tab, like putting a HasKeyword, then pointing ActorTypeUndead and ActorTypeDaedra keywords, and for the necromancers I used the GetInFaction and pointed the NecromancerFaction.

Then used a Multiply Value and set the value as 0.80.

 

Take a look:

(Btw, I am very new to CK, so this can be complete wrong too, correct me if there is anything absurd going on here)
11b67077ee.png

 

 

 

But the thing is, the Mod Incoming Spell Magnitude looks like its not used to modify how enemy spells behaves towards the player, but how your spells will behave with you. So the question is: Is it possible to decrease the magic damage that is dealt by an specific group? Like I did for the physical damage? I completely lost in the moment.

 

 

Thanks!

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I'm no expert with this, but it seems to me with this setting you multiply the damage instead of reducing it.

You could make it the other way round, as it is easier to achieve as with perk entry points: Create a new perk that works like a shield against these enemies - you could simply duplicate the perk for specific armor and manipulate it to your choice. Than add it to player. So the main damage is not reduced, but player better protected in case of black magic. Should be the same - or am I wrong?

Edited by Tasheni
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  • 3 years later...
Just one addition, be very careful with "Perk Entry Point", whatever it may be, for example, when there is no condition or keyword, it will understand that it will be used for everything related to it, so far so good, however sometimes this may be flawed.


I noticed certain problems when I was adding this type of perk to an npc, in this case I just put "Mod Incoming Spell Magnitude; Multiple Value 0.10" without conditions or keywords, so far so good everything worked very well in game!


But then I took the same npc and did a magic effect, script transformation and when the transformation took place he started to act weirdly like in slow motion, and also other spells didn’t link properly in him, like fortification, no connection... in fact, but then I thought, well let me take a look to see if it’s not the speed or dual flurry spell that I customized and it wasn’t, so I rechecked all my perks, scripts and only after removing a perk for one that I got the culprit "Mod Incoming Spell Magnitude; Multiply Value 0.10" so I thought, well I will remove this and put a "Spell Resist", but I reflected again and thought, and if I put a keyword to limit the perk... does not make much sense, in fact the perk is working for all spells, it only causes conflict with the transformation, although there is no apparent reason... Three keywords MagicDamageFire... Frost and Shock and bang the problem of slowness went and the fortification spells back to work, no connection, nothing with nothing, but after that I started to limit my perks and conditions a little more and avoid leaving them open.

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