Difference between revisions of "Spell"

209 bytes added ,  22:59, 4 December 2013
→‎Notes: Reword and correct slight misconception
imported>RobinHood70
(→‎Notes: Re-order to keep auto-calc enabled notes together; add a rather important issue with manually calculated spells)
imported>RobinHood70
(→‎Notes: Reword and correct slight misconception)
Line 52: Line 52:
* 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.
* Disabling '''Auto Calculate''' in order to manually set a magicka cost is not a good substitute for specifying a magicka cost in the Magic Effect, unless the spell is not meant to be used by the player. This is because experience gain depends on the '''Base Cost''' of the spell's Magic Effect, multiplied by its '''Skill Usage Mult'''. If the magicka cost is off to such a degree that you want to enter a sensible value manually, the experience gain will most likely also be off. In addition, if the first magic effect of a spell is inactive (e.g., Storm Thrall with Elemental Potency), the experience gain will be zero, since the entire manual cost of a spell is applied only to the first effect.
* Disabling '''Auto Calculate''' in order to manually set a magicka cost is not a good substitute for specifying a magicka cost in the Magic Effect, unless the spell is not meant to be used by the player. This is because experience gain depends on the '''Base Cost''' of the spell's Magic Effect, multiplied by its '''Skill Usage Mult'''. If the magicka cost is off to such a degree that you want to enter a sensible value manually, the experience gain will most likely also be off. Even when auto calculate is disabled, only magic effects with a non-zero Base Cost will count for experience gain (though the specific amount is irrelevant in the calculation). If the Base Cost is zero for an effect, the experience gain will be as well. One in-game example of this is Storm Thrall, which gives 4800 experience normally, which drops to 0 with Elemental Potency because SummanStormThrallPotent's Base Cost is 0.


{{Languages|Spell}}
{{Languages|Spell}}
[[Category:Magic]]
[[Category:Magic]]
[[Category:Object Classes]]
[[Category:Object Classes]]
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