motoma197 Posted February 11, 2021 Share Posted February 11, 2021 Hi allFairly new to modding and attempting to make my own custom flavour patch. There are two things I'm having trouble doing and a little uncertain. I would like to edit the time that the 'ravage' alchemy effect lasts so they're not completely useless, as well as the time that beneficial potions last, things like elixirs and those that give protection against elemental magic. I figured I could do this by reverse engineering another mod that seems to add a perk from the beginning of the game, though I don't see where this is stated or what info id need to input to do so Apart from this I've given the effect as 'mod spell duration', function as multiply value, perk condition tab count 3 (apparently this is necessary?) From here I added the condition Subject.GetIsObjectType(Potion) =1 and then MagicAlchBeneficial = 1. With the function parameter float at 2. Will this do what I want? Will it affect beneficial potions without durations like the 'restore' potions? As for the ravage potions, I did the exact same as above although i replaced the second condition with EPMagic_SpellHasKeyword, and attached that keyword to the relevant effects under magic effects. Will this work? Since these are poisons can I still use the object type of potion? I'm very new to all of this and sorta stumbling my way through working it all out. Help massively appreciated! Link to comment Share on other sites More sharing options...
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