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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Magic
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By MadCat221 on Feb 10, 2016 2:29 pm
Closed By Arthmoor on Feb 14, 2016 12:15 am
Resolution: Fixed

Issue #19898: Aura Spells should have "Power Affects Duration" selected, not "Power Affects Magnitu

 
For Cloak-type MGEFs, the magnitude of the spell is the radius from the spell target which the cloak/aura will reach. The three elemental Destruction cloak spells in vanilla and Stendarr's Aura in Dawnguard are all set to "Power Affects Magnitude" in the MGEF, which can push the boundary of the cloak/aura to well beyond melee range in the case of, say, dual-casting. It should instead have "Power Affects Duration" checked on all four cases.

The "Assoc. Item 1" in a cloak spell's MGEF points to the spell that actually does something that enters the cloak/aura, and the hard-written <mag> value should reflect that. In the cases of the vanilla Destruction/Dawnguard Quasi-Destruction Sunfire spells, that would be magic damage.

Affected MGEF are:

FireCloakFFSelf
FrostCloakFFSelf
ShockCloakFFSelf
DLC1SunCloakFFSelf

Comments

4 comment(s) [Closed]
MadCat221 said:
 
After reviewing, DLC2WhirlwindCloakFFSelf also has the problem.

MadCat221 said:
 
Fix module here: <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?/files/file/1707-cloak-spell-magnitude-fix-ticket-19898/'>http://www.afkmods.com/index.php?/files/file/1707-cloak-spell-magnitude-fix-ticket-19898/</a>

changes done:
*All five MGEFs for those spells had the "Power Affects Magnitude" checkbox disabled in the Spellmaking section (lower middle of MGEF pane), and had the "Power Affects Duration" checkbox checked instead.
*Stendarr's Aura had the &lt;10&gt; damage updated to &lt;15&gt;. The sun damage spell that the cloak/aura spell applies already was set to 15, so this is a description change to more accurately reflect that. The ratio comparison between Sunfire base damage/cost and Fire base damage/cost is roughly 2x or so (basically, Sunfire is half as magicka-consuming as regular Fire per point of damage, the counterbalance for Sunfire only affecting the undead)

MadCat221 said:
 
An extra addendum to Stendarr's Aura: DLC1SunLightFFSelf (0200A3B9) is an ancillary effect in the spell, and it lights the caster up. It needs a "Spell Affects Duration" check too, so it lasts as long as the main aura spell.

Arthmoor said:
 
Fixed for USLEEP 3.0.2.

Showing Comments 1 - 4 of 4