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Synchronized Panacea's sub-effect attributes to ensure proper working without SKSE

development
Eddoursul 3 months ago
parent 9d2c6104d6
commit 2995f12543
  1. BIN
      Panacea no SKSE.esp
  2. BIN
      scripts/_60e_fs_mystical_panaceasc.pex
  3. 8
      source/scripts/_60e_fs_mystical_panaceasc.psc

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@ -7,9 +7,11 @@ Scriptname _60E_FS_Mystical_PanaceaSC extends ActiveMagicEffect
Event OnEffectStart(Actor akTarget, Actor akCaster)
if SKSE.GetVersion()
_60E_FS_Mystical_PanaceaEnch.SetNthEffectMagnitude(0, Self.GetMagnitude())
_60E_FS_Mystical_PanaceaEnch.SetNthEffectMagnitude(1, Self.GetMagnitude())
_60E_FS_Mystical_ArmorBuffPerk.SetNthEntryValue(0, 0, Self.GetMagnitude())
; ESP values have been synchronized in 2.1 to make the spell work properly without SKSE
; Keeping this here to ensure synchronization of attributes, modified by mods
_60E_FS_Mystical_PanaceaEnch.SetNthEffectMagnitude(0, GetMagnitude())
_60E_FS_Mystical_PanaceaEnch.SetNthEffectMagnitude(1, GetMagnitude())
_60E_FS_Mystical_ArmorBuffPerk.SetNthEntryValue(0, 0, GetMagnitude())
endif
PlayerREF.PlaceAtMe(_60E_FS_Mystical_PanaceaHazard)

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