StormingKiwi Posted April 4, 2019 Share Posted April 4, 2019 (edited) On 32bit Skyrim on the Steam workshop, there was a mod which modifies the magnitude of spells with the player's skill level. That mod no longer exists, and the variants which are similar which exist for the special edition don't quite do what I want them to do, so I'm recreating the mod for the 64 bit exe. An issue with the original mod was that the magnitude in the UI didn't update. I.e. Let's say the modded version of Sparks does (11.2) damage. how would I go about updating the magnitude in the UI for the mod? At the moment, it seems like the scaling effect is applied via script when the spell has cast, whereas the magnitude for the UI is read directly from the data files. Edited April 4, 2019 by StormingKiwi Link to comment Share on other sites More sharing options...
Evangela Posted April 4, 2019 Share Posted April 4, 2019 (edited) Skyrim rounds values down in the vanilla menu UIs, so even if you were able to do that, it'd still display 11. It will update when the next integer is reached. I use a spell scaling mod which I made myself(and unreleased, since there is a mod in SSE that already does it), and the magnitudes update as expected. For example, my mod is set to increase spells by 20pts over the course of 85 levels, meaning Flames will go from 8 to 28(perks not factored in of course) from 15 to 100. Magnitude + (SkillLvl * 0.20). This will give whole number + decimal magnitudes and round down by the game engine. This even happens with the vanilla perks. You can however display float magnitudes in message forms but that would tedious I think, and can only hold 9 buttons. A better alternative to that is the MCM to display all the magnitudes as float values. Edited April 4, 2019 by Rasikko Link to comment Share on other sites More sharing options...
StormingKiwi Posted April 5, 2019 Author Share Posted April 5, 2019 Thanks Rasikko, that's really helpful. I'm not so bothered by the presence of decimals or no decimals, but I am bothered that the magnitude doesn't update in the UI to what it should be. I actually noticed that my implementation has the correct values in the UI - it was my level which wasn't high enough to matter, so thank you for the help. As an aside, do you have any idea about the other question I asked on this board? Link to comment Share on other sites More sharing options...
Evangela Posted April 5, 2019 Share Posted April 5, 2019 As an aside, do you have any idea about the other question I asked on this board?That doesn't seem like something that is very easy to accomplish and I've been unable to come up with a method to even build a concept for that on. Link to comment Share on other sites More sharing options...
StormingKiwi Posted April 5, 2019 Author Share Posted April 5, 2019 As an aside, do you have any idea about the other question I asked on this board?That doesn't seem like something that is very easy to accomplish and I've been unable to come up with a method to even build a concept for that on. Thanks anyway, you've been more than helpful :) Link to comment Share on other sites More sharing options...
thumbincubation Posted April 5, 2019 Share Posted April 5, 2019 This is made with an enchantment, rather than a per-skill level scale, but the damage does change appropriately, when you add or remove items enchanted with it. You're more than welcome to open it up and look at the works. Everything modded should be preceded by JMR in the creation kit, for convenience. https://www.nexusmods.com/skyrimspecialedition/mods/4263 Link to comment Share on other sites More sharing options...
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