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[Help]Make all spells cost more


ElliotSternberg

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Basically I'm making a mod that will make the guilds for pure warriors/mage's/thieves only by introduction of significant buffs to the class required and debuffs to the others. For example if you join the companions guild you can gain a move that teleports to an enemy greater than 10 range away, staggers him and deals damage equal to stamina*(1.05-%of health remaining) unpon impact. The downside is that each use costs stamina and magicka before at 25 uses permanently destroying magicka down to 1 remaining. (Setting things to 0 is generally a bad idea from what I've seen. 1 magicka isn't very useful anyhow.)

 

My question is how I can make all spells cost 15-50% more. Like the Saarthal amulet in reverse. I've found I can't use negative values to fortify skills in the CK, and I can't find any papyrus functions to do so. I don't want to go into spells or anything else to do it, as I want to avoid making conflicts like that.

 

Any ideas would be appreciated. Thanks!

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