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<magic>powermod questions


Kalil

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I'm working on a mod to rebalance magic, and the key thing I want to use is the various <magic>powermod enchants. I'm having some difficulty figuring out exactly how and what they affect. I've generated a couple of questions just in my first half hour or so of fiddling with it.

 

1) I've read that RestorationPowerMod affects fortify enchantments, which is Very Not-Good. Can that be fixed by setting the 'school' flag for the effects used in such enchantments to 'none'? And would there be any unintended consequences to doing so?

 

2) I've been testing with Oakflesh and AlterationPowerMod. AlterationPowerMod properly extend the duration in the manner I predicted, but it does not affect magnitude, even after going into the ArmorFFSelf0 effect and checking the 'Magnitude' checkbox under Spellmaking. Is there any way to affect the power of this effect?

 

3) Has anyone compiled a database of what does and doesn't work with <magic>PowerMod? In 30 minutes of testing, I've already encountered several unexpected oddities in its behavior.

 

4) What does <magic>PowerMod key off of? Does it key off of Magic Effect 'spell school', as I'd expect, or is it off something stranger like spell casting perk? (I take nothing for granted)

 

5) What is the difference between 'peak value modifier' and 'dual value modifier'?

 

6) Any other relevant knowledge to pass on?

 

Thanks for your time. I'll try and update the first post with relevant info for the convenience of future readers.

Edited by Kalil
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  • 1 month later...

I'm slowly answering my own questions.

1) It appears so. The Simple Skyrim Spell Scaling Solution by Tejon uses this approach. The bug is not yet addressed by Bethsoft or the USP, but I've suggested this solution on the bug reporting tool over at Kivan's place.

 

4) Since setting 'spell school' to 'none' prevents 'RestorationPowerMod' from affecting fortify enchants, I'd say the answer is 'yes'.

 

5) Peak Value Modifier is a tool to allow you to have a magic effect that overrides other magic effects that share a keyword. The second field is for the keyword. I believe that it checks for spells that share the keyword, and keeps only the one with the highest duration. Correct me if I'm wrong... Still unsure on how, precisely, Dual Value Modifier works.

 

6) I've worked out a more complete version of the spell cost formula than I've seen elsewhere:

Spell Cost = Base Cost * fCasterPCSkillCostMult * (1 - (Skill * fMagicPCSkillCostBase) ^ fMagicSkillCostScale) * (1 - <Magic>Mod / 100) * Mod Spell Cost

 

Mod Spell Cost can probably come from a number of sources, but it's most common from the casting perks.

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  • 2 years later...

5) I just gave myself a daedric armour of revival and a necklace of revival, the magic effect is the same with a keyword and is also of type peak value modifier but their magnitudes stack and gave me +200 healing rate.

 

EDIT: I get it now. It means same effect from same source won't stack (probably same keyword as well. Not tested though).

Edited by ragnaroklucifer
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