Difference between revisions of "SetNthEffectMagnitude - Spell"
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→Notes: Clarified last edit. Hopefully.
imported>DavidJCobb (→Notes: A friendly reminder about how to use this properly on persistent abilities that have already been applied to actors. Saw someone in one of the SKSE threads make this mistake.) |
imported>DavidJCobb (→Notes: Clarified last edit. Hopefully.) |
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== Notes == | == Notes == | ||
*Changes made by this function will not persist across game reloads. Using a [[Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded|maintenance function]] is one way to maintain them. | *Changes made by this function will not persist across game reloads. Using a [[Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded|maintenance function]] is one way to maintain them. | ||
* | *If you use SetNthEffectMagnitude to change the magnitude(s) of an ability spell that has already been added to an actor, the actor will not receive those changes. This is because of how magic effects work: when the actor first received the ability, new [[ActiveMagicEffect Script|ActiveMagicEffect]] instances were created on that actor based on data ''copied from'' the spell's defined magic effects. To update those ActiveMagicEffects, you have to replace them: you must [[RemoveSpell - Actor|remove]] and [[AddSpell - Actor|re-add]] the ability spell to the actor. | ||
== See Also == | == See Also == |