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[LE] adjust Spell Magnitude through script?


Nathan55

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I'm thinking about making a combat mod that removes the damage applied directly through a number to your health bar, and instead adds wounds(bleeding damage) that will slowly chip at your health until you're too wounded and bleed out or you're out of combat and heal up.

 

I also want to make it compatible with mods that delevel skyrim. To do this I have been thinking about solutions to bring OP enemies, and weak ones, in line with each other so that you can kill them in a similar amount of time. (armor and weapons being the factor instead of level)

 

This is where spell magnitude comes into play. Is there a way to adjust the bleed damage of a spell so that you can remove a percent of health, instead of a hard number? (at 10%, an enemy with 100 health would lose 10hp per tic, and one with 1000 would lose 100 per tic).

 

Also, is there a way to interrupt the vanilla application of damage to the player and NPCs? I think it's silly that a giant can kill a dragon so easily.

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