One of the edited scripts (DLC2BloodskalBonusDamageVsZahkriisos) is also changed Script Optimization and Fixes Compilation. Are they "exchangeable" or one of them must win the conflict?
If you create a replica of the Bloodskal Blade, which is unenchanted, you can put other enchantments on it. If you then get the Extra Effect enchanting perk, you can put the original enchantment on the replica + 1 additional one.
Where in SSEEdit would I find the magicka cost of this effect? I'm starting a new playthrough in which my character will be reliant on this enchantment, and thus I've increased its damage -- however, for balancing reasons, I would also like to increase its magicka cost. Thanks in advance.
The amount of the cost is done through script. The global BloodskalMagickaCostEnabled is to turn the cost on or off. 1.000000 means there is a cost 0.000000 means there's no cost.
If there's enough demand, I might add another global for a cost multiplier.
So does this give the blade a tempering perk so it can be properly upgraded? Because this is a lot of work for a weapon that'll be outdamaged by a steel greatsword or something once tempering comes into play.
nice mod, can u make a patch for "Artifacts and Uniques (Overhaul)" i know its not as famous as some of the other overhauls but i still like it and would like to use it in combination with ur mod ?
Any chance for a version that doesnt buff the enchantment? I found htis mod while looking to fix the infamous bug. But me and maybe others in the future would want to have the weapon as it was intended.
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The amount of the cost is done through script. The global BloodskalMagickaCostEnabled is to turn the cost on or off. 1.000000 means there is a cost 0.000000 means there's no cost.
If there's enough demand, I might add another global for a cost multiplier.