How to remove a ability magic efect?

Post » Sat May 28, 2011 8:12 am

I got an unwanted ability added to my character, and wonder if it's any way to get rid of it.

I got it from the psychedelic chilli in the lost spire mod, basically is a constant effect ability like a birthsign who add 20 to my endurance and drain 10 intelligence and do some other things. As a pure mage this is pretty unwanted.
So I wonder if it's some sort of console command to get rid of it?
named Ferocious Chili Psychosis and ID is ChiliPepperAbility06 in the construction set.
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biiibi
 
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Post » Sat May 28, 2011 5:35 am

You could try to use the setav command. I think you can use a negative value fx setav xxx -20 so it is zero.
Or perhaps removespell command.

Then again I would just change the ability is CS, change or delete the effects.
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teeny
 
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Post » Fri May 27, 2011 11:01 pm

Problem is that this is a constant effect like a birthsign, tried player.removespell ChiliPepperAbility06 but it did not work. I also tried with player.removespell 0102DD5B or a similar number who is the form ID:
But it’s added by player.addspell ChiliPepperAbility06 in cs.
I ignore this because I did not see the attribute changes, then I believed it was a temporary and would go away then I removed the chili nut, like the skeleton key adds 40 to security then in inventory and removes the effect then you drop it. Lost Spires has a similar object that raise luck so I will look at how it’s coded. Might try to add a item with a script.

Fallback would be to make a second ability that did the opposite of the first, but it would mess up active effects even more.
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John Moore
 
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Post » Sat May 28, 2011 12:30 am

And you cant change the values for this ability (birthsigns are under magic/ability right?)

Ive done similar myself with mods that have unwanted effects/changes
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Bellismydesi
 
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Post » Fri May 27, 2011 9:00 pm

So you say that I should edit the ability under lost spires, probably better to make a new add on mod? And simply change the effect to something I like and my character would change hers. Far easier than making a mod to remove the effect.
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Eilidh Brian
 
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Post » Sat May 28, 2011 12:29 am

So you say that I should edit the ability under lost spires, probably better to make a new add on mod? And simply change the effect to something I like and my character would change hers. Far easier than making a mod to remove the effect.

Yes, I would edit the effect in the lost spires mod.
I have done this extensively with mighty magic, I first make a copy of a known working mod. Then edit out the effect I do not like, save the mod and thats it.
As long as you do not release the change without the authors permission, I do not see anything wrong with that.
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Theodore Walling
 
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Post » Fri May 27, 2011 9:58 pm

player.removespell will work, but as a console command you have to use the right formid, which is hard to get for anything you can't click on. If you know the id from the CS, and the load order value for the first byte to replace that '01' that the CS gives you, it's easy enough to get right.
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sunny lovett
 
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Post » Sat May 28, 2011 1:24 am

player.removespell will work, but as a console command you have to use the right formid, which is hard to get for anything you can't click on. If you know the id from the CS, and the load order value for the first byte to replace that '01' that the CS gives you, it's easy enough to get right.

Naturally, you have to use load order at the beginning of form id, remember from adding items from fallout 3 expansions.
Probably the best solution, just to get rid of the effect, found it pretty overpowering to, had it not worked in wrong direction.
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Red Sauce
 
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Post » Fri May 27, 2011 9:46 pm

Managed to get rid of it with player.removespell , however I counted that it was number 73 of my active mods in modmanager sorted by load order, but actual formid was 43......
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Charleigh Anderson
 
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Post » Fri May 27, 2011 11:03 pm

Managed to get rid of it with player.removespell , however I counted that it was number 73 of my active mods in modmanager sorted by load order, but actual formid was 43......

73rd mod in your load order would have a formid of 49 'cause formids are in hex
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 8:54 am

73rd mod in your load order would have a formid of 49 'cause formids are in hex

That explains it; assumed obse changed the order or perhaps not all mods was counted. It’s also useful to know if I want to add items from mods with console.
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TASTY TRACY
 
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