Difference between revisions of "Talk:SetNthEffectItemMagnitude"

Jump to navigation Jump to search
no edit summary
imported>8asrun6aer
m
imported>JRoush
Line 9: Line 9:


But ''''one'''' possible fix would be to hard-code the base values of all effects of the spell you're monitoring to local script variables.  Then with these base values known and hard-coded in script, validate the values of the 1st effect item in the spell to see if it should match the player's current level, and if this value is less than it should be, then mod all effect item values to be current. Then again, hard-coding values makes your mod much more difficult for others to mod.  --- 2011/12/19 [[User:8asrun6aer|8asrun6aer]]
But ''''one'''' possible fix would be to hard-code the base values of all effects of the spell you're monitoring to local script variables.  Then with these base values known and hard-coded in script, validate the values of the 1st effect item in the spell to see if it should match the player's current level, and if this value is less than it should be, then mod all effect item values to be current. Then again, hard-coding values makes your mod much more difficult for others to mod.  --- 2011/12/19 [[User:8asrun6aer|8asrun6aer]]
: There is no way to permanently alter the magnitudes of vanilla magic items.  The save format is simply not designed to accommodate it.  The best you can do at present is keep a list of all magic items you've modified and re-apply the changes every time the game restarts.  For non-Ability magic items targeting the player, you need to remove and reapply the items as well.
: An alternative is to clone the magic item using CloneForm and adjust the magnitudes of that.  Scripted changes to cloned forms (and player-created enchantments and spells) are truly permanent.
:[[User:JRoush|JRoush]] 22:33, 19 December 2011 (EST)
Anonymous user

Navigation menu