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A quick question: Is this compatible with Ordinator/Apocalypes?
To clarify, I would not want Soul cloak a toggle personally.. It definitely wears off.. But the damage spells (atleast Frost) is working as a toggle
I installed this mod through the workshop, and the spell description / mana on cast seem to apply correctly. But I cannot find any lasting armor effect on my character. Also the permanent mana reduction doesn't seem to apply (I have the same amount of mana before and after cast). Am I missing something?
Thanks for help and regards.
Also, would be really cool if there is a patch for this and Apocalypse Magic so that all the buff spells that adds are invested too.
You also have to compile magicInvestmentCostScript. First, actually. The one depends on the other, you see.
Put both source files (with a .psc extension) into the scripts/source directory. Also put a file called magicOakfleshScript.psc in there. All that should be in the file is a single line:
Scriptname magicOakfleshScript extends magicInvestmentCostScript
Now go to the Gameplay menu and compile all three scripts. With that done, you can now go to an appropriate MagicEffect (e.g., ArmorFFSelf25) and edit the properties for magicOakfleshScript in the papyrus scripts section.
Apparently, the bsa files store the compiled script somewhere in them, but the creation kit needs the source in order to know the script's parameters, because the scripts are compiled without header information. Presumably this is to ... I don't know, make it harder to mod things? With a modding tool? dafuq?
The mod itself still works though so I'm lost as to how I should proceed, because your mod is seemingly reading from some script located someplace , which seems to be completely untraceable.
Im guessing its in a script, like you said, but I cant seem to access them for some reason. I've opened the master file and the plugin file, but the script isnt available to read for any spell.