Right, thanks man I'll take your advice. Incidentally, did you check the shaders yourself? Does Sword of the Crusader contain a script similar to the one Vyper posted, or does it use something else to get it's effect??
I checked the script on the sword, and there's nothing in it that forces the Fire Damage shader to play. I think, in this case, that's something that's hard coded into KotN. BTW, I got your PM at TESA and replied, but thought I'd post it here too:
I tried various different scripting methods to prevent the Damage Magicka (or DM) shader from playing and I found one. First, you need to remove the Damage Magicka effect from the enchantment. Next, create an Ability spell with the DM effect you want (I gave mine the CS ID of DMAB, short for Damage Magicka ABility). Now, open the script that plays the FD shader and change it to:
scn FiveSecondBurnScriptBegin ScriptEffectStartAddSpell DMABpms effectFireDamageendBegin ScriptEffectFinishRemoveSpell DMABsms effectFireDamageend
It's a pretty simple edit, once the spell has been made. I did find one problem with it, but it's not a biggie: The DM effect gets added on the first strike, removed on the second, added on the third, removed on the fourth, etc etc. What this means is that on the first strike, 45 points of magicka are removed from the target and won't start to regenerate for five seconds. If the target is struck a second time before five seconds are up, their magicka begins to regenerate. Strike them a third time and they loose 45 more points of magicka that won't begin to regenerate for another five seconds and so on. It was the only way I could find that would stop the DM shader from playing. I'm going to try to refine this a bit and see if I can prevent the removal from every other strike. It may take me a while, since I have to leave for work, but I'll see what I can come up with. I think I just need to add a reference for the target.