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

This commit is contained in:
Eddoursul 2024-02-11 22:03:35 +01:00
parent 9d2c6104d6
commit 2995f12543
3 changed files with 5 additions and 3 deletions

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Panacea no SKSE.esp Normal file

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