Where are the ... Racial "Additional" Spells ... ?

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Hellknight Anna

Empress of the Inferno
Certain races like Altmer gain Fury as an "additional spell", Bretons gain Conjure Familiar, and Dunmer gain Spark...

So my question is where are these magical "additional" spells handled? I have checked their races in the CK and they're not in the area where their racial abilities and powers show up, which leads me to believe it might be handled via Quest/Script but where? o_O There's so many of them!!

-Maybe quest/script around after character creation?
-Maybe quest/script around after you're unbound?
-Or maybe I'm just dumb and it's nowhere near a quest/script... which I would then be at a loss about.

I mean if people can make a mod to remove starting spells, surely there's a way to add them >.>
I'm meaning to make a custom race with an additional spell. If anyone already knows, it'd be greatly appreciated ^_^
 

Hellknight Anna

Empress of the Inferno
FOUND IT! Okay I shall post the result in case anyone else wishes to edit their own starting spells or remove the Healing/Flames (and/or any racial spells) racial spells only. See below the code for Staring player spells (Healing/Flames):

in the Quest -> Main Quest -> MQ101 -> Scripts tab -> MQ101QuestScript -> R-Click the script entry -> edit source -> Scroll down about 75% the way down, you should see something like this:
Code:
; add racial spells to player
function AddRaceSpells()
    ; remove all racial spells first, just in case
    Actor player = Game.GetPlayer()
    RemoveRaceSpells(player)
 
    ; add race spells

STARTING SPELLS (Healing / Flames)
In Actors -> Actor (clicking on Actor itself, search for "Player) -> Edit Player -> SpellList tab. ^_^
 

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