I'm trying to change the magnitude of a spell through Xedit (Ground Dasher) to double it's damage. Nothing wrong with the original damage, it's just personal flavor.
I've done this plenty of times with other magic mods but this one completely stumps me. The magnitude under EFIT in the SPELL record is set to 1 instead of a flat damage number?
Is it okay if i set it to 2 to multiply it's damage output or am i going to break everything?
*Edit* Also is it possible to reduce or even outright remove the damage this spell does to the caster?
Missing the point? It's a magic spell mod with bosses. Don't tell me what is or isn't the point. Some people only want balanced spells in their game, and that would be the point. Not everyone wants OP bosses and spells.
you are right and i apologize for my attitude. i havent tried your mod yet but i do believe you did your best with this and you released it in good faith.
i was in a bad mood that day and i got an attitude for no reason
Is this mod compatible with spellforge, and does the mcm option allow for completely disabling of bosses, as i don't have them on, i just use the simplified version with the spellforge mod that uses alchemy ingredients to get spells.
For the bless Meridia enchanted sword I got from the vendor, getting kills against undead don't seem to increase its damage. still says kill count 0 after clearing entire dungeon of draugr and skeletons.
I would love to know what buggy bosses were removed, because I have had the original mod since the good ol days of SKyrim LE and honestly I never had issues with bosses, and I encountered a bunch of them several times through playthroughs. The only thing that bothered me about the mod are bosses that are too close to NPC areas, like Jack showing up in Solitude docks.
are you gona fix all the spells of the original mod or they are going to stay deleted? im asking beacuse there are some spells in the deleted ones that i liked a lot
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46 bosses. All with unique loot. Spread out across Skyrim.
This includes a patch to make them unaggressive if you want to feel safe during the early game.
I've also published Colorful Magic (Bosses) - MCM to allow you to disable them at will, if you have issues.
I'm trying to change the magnitude of a spell through Xedit (Ground Dasher) to double it's damage. Nothing wrong with the original damage, it's just personal flavor.
I've done this plenty of times with other magic mods but this one completely stumps me. The magnitude under EFIT in the SPELL record is set to 1 instead of a flat damage number?
Is it okay if i set it to 2 to multiply it's damage output or am i going to break everything?
*Edit* Also is it possible to reduce or even outright remove the damage this spell does to the caster?
*Edit* Is it still through the two npcs in Whiterun, like in the original mod?
Otherwise you can use Stratagar's addon that adds those vendors back!
the op spells and bosses were part of the fun as well as getting all the rewards from them too
you are right and i apologize for my attitude. i havent tried your mod yet but i do believe you did your best with this and you released it in good faith.
i was in a bad mood that day and i got an attitude for no reason
The only thing that bothered me about the mod are bosses that are too close to NPC areas, like Jack showing up in Solitude docks.