Dagon on 8/2/2005 at 13:47
If someone knows, I would like to know where the spellmaking settings are located. Please, give specific information, don't tell things like "somewhere in XXXXXX".
loony on 8/2/2005 at 14:58
I don't understand your question. could you restate it a little more clearly?
Thanks
Loony
Bad Breath Dude on 8/2/2005 at 16:18
I think he wants to mod the spellmaking system.
RyushiBlade on 9/2/2005 at 21:51
Somewhere in 'XXXX'. Got that?
If you're looking to make a spell ingame, you just need to go to a mage's guild. Buy spells, then select spellmaking. You can click the spells that appear on the left and then change their range, intensity, and area of damage.
You can create custom spells without spending money in the TES. Open it up and click the Spells tab (possibly.) Right click on the list of spells and select 'new' from the menu. You can name your spell here, and give it whatever animation is available to you (I think), as well as change what sort of damage it does.
Is that what you wanted?
Dagon on 14/2/2005 at 13:35
Quote Posted by Bad Breath Dude
I think he wants to mod the spellmaking system.
Yes, that's exactly what I want to do. Spells created by spellmaking cost much more than normal ones. How can I edit the spellmaking system to change this?
cyrano on 15/2/2005 at 00:45
Here are the game setting (GMST) that might be related to what you are trying to do. They are found under the Gameplay menu in the construction set. Changes that you make will be saved as a mod that you may plug-in as you would any other mod. As for the magnitude of the change, many game settings are linear, but you may have to go by trial and error to be certain:
fSpellValueMult (default = 10): I suspect that this effects all spells, not merely custom spells.
fSpellMakingValueMult (default = 7): Sounds promising, but it may govern the creation of spells in the construction set, so any spell that can be purchased could be affected. You will have to test it.
fEffectCostMult (default = 0.5) Affects all magic costs (spells, enchantments and likely custom spells as well as off-the-rack spells).
fSpellPriceMult (default = 2): May affect the price of all spells (purchased and custom). You’ll just have to try it out and see.
For comparison:
fEnchantmentValueMult (default = 1000): Affects the price paid to have and enchanter enchant an item for you. (Makes me wonder if SpellMakingValueMult doesn’t work similarly.)
There may be other relevant game settings. Now that you know where to locate them, you may find some that I overlooked. Good luck.