Difference between revisions of "SetNthEffectItemMagnitude"

155 bytes added ,  02:01, 7 January 2008
→‎Notes: Changing while it's already on an actor
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(→‎Notes: Changing while it's already on an actor)
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* You can set the magnitude of any magic item, even if it normally doesn't have a magnitude and it's grayed out in the CS. This magnitude won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemMagnitude]], making it a good way to store integer data.
* You can set the magnitude of any magic item, even if it normally doesn't have a magnitude and it's grayed out in the CS. This magnitude won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemMagnitude]], making it a good way to store integer data.
* (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the magnitude of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself.
* (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the magnitude of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself.
* (At least for some effects) If the altered spell is already on an actor, it will take a frame or two for the new magnitude to take effect on that actor.


==See Also==
==See Also==
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