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Change Spell to Ability - what could go wrong?


TangerineDog

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I'm trying to get rid of the starting spells in my existing character (I know, I should just don't use them etc. Not the point.).

 

The plan was to change the spell 'Flames' into an ability that adds a spell 'Flames 2' - which is identical to the vanilla Flames - to any NPC who has the Flames Ability.

It works and seems to uninstall nicely as well.

 

There are a few instances where a Quest calls for Flames to be used by an NPC, I'd edit these manually to use Flames 2 instead. I don't know what effect that might have on any of these Quests that's already running or what might happen if I uninstall the mod during a Quest that now uses Flames 2, but I suppose it would be bad and I shouldn't do it.

 

Apart from that, the goal is to only have NPCs be listed in the use Info of Flames.

 

So what other possible conflicts and pitfalls have I missed?

Edited by TangerineDog
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