» Sat Oct 09, 2010 2:17 pm
Due to scripting limitations, I had to manually recalculate spell chances. Not having access to game settings via script, I had to do the best I could using just player statistics. As such, the chances are going to be somewhat different than reported, but as close as I could possibly get them with hours upon hours of testing and tweaking.
The spells are not entirely controlled by the aspect of the engine that normally controls such things; there were a lot of hacks and such necessary to get this working at all. For example, the duration of spells actually has no meaning to the engine as they are; the spells cast by this mod are technically of infinite duration. I have a script that runs and attempts to remove them after the duration is up. The problem though is that if there are a lot of NPCs in the cell or you have mods with a lot of other running scripts, my script may slow down. So instead of doing 80-130 damage once, it may end up doing it 5 or 6 times. Unfortunately, I have no work-around for that.