Storm87 Posted April 14, 2017 Share Posted April 14, 2017 Hi folks! I have a small problem and I hope somebody here can help me out. I want to make a mod that will slightly rebalance powers granted by Standing Stones. And I have a problem with Atronach stone. I want it to give these effects to player character: +100 magicka pts. (no problems here)+50% spell absorption (no problems here either, obviously)Damage magicka regeneration rate base percentage (form default 3% of total magicka pool to 1% per second). This way, magicka regeneration will not be stunted, yet still significantly crippled, and even a crapload of fortify magicka regen enchantments will not help it that much (as their effectivenes is tied with basic magicka regeneration percentage - it will drop by 2/3). To simply put: I want effect similar to one, that is granted by Ring of the Erudite, but REVERSED. Said ring uses effect called AbFortifyMagickaRate at magnitude of 2.000000 (it gives +2% base magicka regen percentage bonus) but I can't use this effect with negative magnitude, right? I'm simply too dumb to figure this out. :( Can anyone help me? Pretty please..... q.q Link to comment Share on other sites More sharing options...
FrankFamily Posted April 14, 2017 Share Posted April 14, 2017 Tick the "detrimental" flag on the magic effect and the positive magnitude will "act as negative". Link to comment Share on other sites More sharing options...
lofgren Posted April 14, 2017 Share Posted April 14, 2017 Be aware that damage to MagickaRate (the base percentage) will not persist across saves or race switches. Damage to MagickaRateMult will persist. Link to comment Share on other sites More sharing options...
Storm87 Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) Tick the "detrimental" flag on the magic effect and the positive magnitude will "act as negative". K. So, creating a copy of this effect with different EditorID and detrimental flag set should do the trick? Thanks, I'll try this. :smile: Be aware that damage to MagickaRate (the base percentage) will not persist across saves or race switches. Damage to MagickaRateMult will persist. Oh, don't worry. I don't want to touch game settings or anything like that. Just want to create a NEW magic effect, that can be added or removed from player character. :smile: Edited April 15, 2017 by Storm87 Link to comment Share on other sites More sharing options...
lofgren Posted April 15, 2017 Share Posted April 15, 2017 I was talking about magic effects. Nothing about game settings. Link to comment Share on other sites More sharing options...
Storm87 Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) I was talking about magic effects. Nothing about game settings. Ok. You ment editing vanila magic effect, then? Like I said, I want to create a new one - a modified copy of an existing effect. So don't worry. :smile: Edited April 15, 2017 by Storm87 Link to comment Share on other sites More sharing options...
lofgren Posted April 15, 2017 Share Posted April 15, 2017 It doesn't matter if you're creating a new one or editing an existing magic effect. You asked about damaging the base magicka regeneration rate (actor value MagickaRate). I'm advising against that. Instead I advise modifying the multiplier (MagickaRateMult). Anyway I think I am just confusing you at this point so I will leave it alone. Link to comment Share on other sites More sharing options...
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