azazellz Posted September 12, 2017 Share Posted September 12, 2017 1. What happens if I change EditorID of a spell (passive ability, that increases some stats like health, or attack speed) and it's MagicEffect EditorID? Will this spell be present on the character after the game is loaded? What happens to the effect of the spell? What happens to the stats of the character? 2. What happens if I delete such type of a spell completely? Will this spell effects be present on the character, if spell effect goes from vanilla game? Or if this spell effects goes from mod, and I delete them? What happens to the stats of the character in that case? Thanks for answers. P.s. and sorry about my bad english =) Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 12, 2017 Share Posted September 12, 2017 1. What happens if I change EditorID of a spell (passive ability, that increases some stats like health, or attack speed) and it's MagicEffect EditorID? Will this spell be present on the character after the game is loaded? What happens to the effect of the spell? What happens to the stats of the character? 2. What happens if I delete such type of a spell completely? Will this spell effects be present on the character, if spell effect goes from vanilla game?Or if this spell effects goes from mod, and I delete them? What happens to the stats of the character in that case? Thanks for answers. P.s. and sorry about my bad english =) Changing the editor ID should have no impact on anything except auto filling properties, so long as when it pops up asking if you want to create a new record you say no. Deleting a spell that is currently active on any actor will leave it active on that actor permanently. Similarly if you have an enchantment on an armor, equip the armor, then delete the armor from the mod (or uninstall the mod) while the actor is still wearing it, they get stuck with the enchantment effect. However if the magic effect is also deleted, I don't know what happens. None of this is supported by Bethesda and you should do your best to avoid such complication issues anyway. It's never a good idea to delete things once they've been added to a save. The best solution I could suggest is using xEdit to mark your desired spell and magic effect as "Ignore" or "Disabled" in the headers of the records. If they're not added by your mod then you need to make an override and make the change. Keep in mind that any other mods that modify the same spell/effect may undo it depending on load order. This will give the engine the best chance of gracefully getting rid of them with the least complications. Link to comment Share on other sites More sharing options...
Niborino9409 Posted September 12, 2017 Share Posted September 12, 2017 (edited) 1. The player only has it if you add it there yourself or if it's added through a script or book. Not entirely sure but when you change the ID the spell might not work as intended. What spell is it? Might be easier to duplicate it and make a new version. 2. Could be left on the character save but I would think that it might go away when the spell is removed. I'm no expert, this is just what I believe would happen from experience. Either way you won't have that spell/effect on a new character since the mod/spell is removed Listen to the guy above instead =P Edited September 12, 2017 by Niborino9409 Link to comment Share on other sites More sharing options...
azazellz Posted September 12, 2017 Author Share Posted September 12, 2017 I just do a cleaning in one of my mods.New EditorID's for some spells for better navigation and better systematization.Mod does not have vanilla effects or spells, they are all made by me. And they are all passive abilities.So I'm thinking now, how do I do it better: remove all old spells and make new ones instead, or change the old ones without creating new ones. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 12, 2017 Share Posted September 12, 2017 I just do a cleaning in one of my mods.New EditorID's for some spells for better navigation and better systematization.Mod does not have vanilla effects or spells, they are all made by me. And they are all passive abilities.So I'm thinking now, how do I do it better: remove all old spells and make new ones instead, or change the old ones without creating new ones. Only concern is as I stated above, if you remove the spell but not magic effect; if the magic effect is currently on an actor then it is permanently baked on to them. I've never tested removing the magic effect also but that's something worth testing after backing up the plugin in case you need to restore it. Changing the magic effect will work and will update itself upon the next loading of the save (or a new game). Changing the spell however may leave the magic effect stranded on the actor just as if it were removed. This would need testing as I've never actually tried that myself. Link to comment Share on other sites More sharing options...
azazellz Posted September 12, 2017 Author Share Posted September 12, 2017 (edited) After some testing I found next things:1) Testing was performed with a passive racial ability (spell), which increased bow stagger bonus (like vanilla perk in bows tree, but constant).2) Deleting spell and effect in CK removed them from the effects list. But the parameter "BowStaggerBonus" remained the same, as if the effect is still present on the character.3) Renaming spell and effect Editor ID left this renamed effects on character, and did not give a doubling of the "BowStaggerBonus" parameter strength. So deleting anything, constantly persisting on a character is a very bad idea =)And it does not matter if it's added by mod, or was present in the game from the beginning. Edited September 12, 2017 by azazellz Link to comment Share on other sites More sharing options...
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