Difference between revisions of "Spell"

168 bytes added ,  16 August
(I seem to have found an engine limitation. This is what I have observed.)
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====Notes====
====Notes====
* If a spell has an Area, then it will never affect the caster, and it will always affect nearby actors within the area. This occurs even if the Delivery type is Self.
* If '''Auto Calculate''' is checked, then the '''Area''' field in the spell's Magic Effects in the Effect List will be grayed out (even if the Magic Effect does indeed have an area specified and does not have '''No Area''' checked). In the grayed out field is the correct area inherited from the Magic Effect, but when you Ok out of the Effect List, the area will get set to 0. Saving in this state does cause the spell to have an area of 0. To prevent this, either disable '''Auto Calculate''' or simply open and close the Spell dialog before saving. Be careful, you ''can'' unintentionally modify vanilla spells due to this.
* If '''Auto Calculate''' is checked, then the '''Area''' field in the spell's Magic Effects in the Effect List will be grayed out (even if the Magic Effect does indeed have an area specified and does not have '''No Area''' checked). In the grayed out field is the correct area inherited from the Magic Effect, but when you Ok out of the Effect List, the area will get set to 0. Saving in this state does cause the spell to have an area of 0. To prevent this, either disable '''Auto Calculate''' or simply open and close the Spell dialog before saving. Be careful, you ''can'' unintentionally modify vanilla spells due to this.
* The spell cost for spells with '''Auto Calculate''' enabled is calculated at load-time, based only on the mods loaded up to that point. This means that if you modify the Base Cost of a Magic Effect for a spell that's not present in your mod (e.g., if you're modifying a built-in spell), it will have no effect. A spell in the same or a later-loading mod, however, will use the new Base Cost as part of its calculations. This may mean that you have to create a dirty mod in order for built-in spells' costs to be changed. It also means that there are some "gotchas", like Flames becoming inordinately more expensive if a modification to the spell is loaded after Dragonborn.esm is.
* The spell cost for spells with '''Auto Calculate''' enabled is calculated at load-time, based only on the mods loaded up to that point. This means that if you modify the Base Cost of a Magic Effect for a spell that's not present in your mod (e.g., if you're modifying a built-in spell), it will have no effect. A spell in the same or a later-loading mod, however, will use the new Base Cost as part of its calculations. This may mean that you have to create a dirty mod in order for built-in spells' costs to be changed. It also means that there are some "gotchas", like Flames becoming inordinately more expensive if a modification to the spell is loaded after Dragonborn.esm is.
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