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Spell weakness and spell damage


Soulfacade

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Hello nexus, I'm somewhat new to modding, and am having an issue with a destruction skill mod that I've been developing. The issue I'm having seems to stem from attempting to apply a, "weakness to magic," effect alongside the damage component of fire spells, as a detrimental, hostile magic resistance modifier. The weakness to magic and damage effects seem to be applied properly (tested using the console and, "getav magicresist," and ,"setav/getav health," commands), however, whenever it is applied the game gives the message "[npc] has resisted [fire spell name]." It seems that because the game registers the spell as, "resisted" it fails to properly apply advances to the destruction skill. I've checked and tested for other variables such as skillusagemult, or associated magic skill in the creation kit and none of them seem to have an impact on this problem, hence my conclusion that it stems from the application of the magic weakness effect. I was wondering if anyone here might know how to resolve this issue, or at least point me in the right direction, without having to simply remove the weakness.

 

The mod in question can be found here: http://skyrim.nexusmods.com/mods/31020 (The damage effect of CombustionFlames doesn't have it's proper duration in this version, which I already fixed in the version I'm using for testing. I havent reupped because I would like to resolve this more major issue before doing so.)

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The way Magic has worked (Even since Morrowind) is that Weakness spells and elemental damage spells don't work together when used on the same spell. The only way to do it is to have separate spells that apply a weakness to magic and then an elemental spell.

 

I have no idea why it doens't work that way, it just does.

Edited by Miles Tails Prower
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As I understand it the damage component of a spell will not benefit from the weakness component of the same single cast spell, because they are calculated simultaneously. I've reached a happy medium using getrandompercent where most spells will not apply the weakness, but will benefit from the weakness effect left by those that did. Essentially, if you can make the game caclulate the effects at slightly different times, the weakness being applied first, then the damage will benefit from it. The problem is that there doesnt seem to be a simple way to do this, and I have yet to do any papyrus scripting (which I'm loathe to do because from what I've been reading mod scripts tend to stick in a savegame, even if the mod that used them is removed).

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