Skyrim Console Add Magic Effect
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Weapons made through the console will always have about 11.5 charges(regardless of enchanting level), and can be recharged. Some effects don't require charges unless grouped with an effect that does require charges. When used on weapons some MGEF are toggled on hit(first hit= on,second hit= off), like improved nighteye.
Using the console command 'dispelallspells' works, but I don't want to use this because I have a lot of other effects, partly from mods, and I don't want to add them all manually again, and I am unsure about this command and its effects in general.
I also wondered how they get certain visual magic effects (like the effects you see when you scroll to the magic menu abilities and choose a magic ability). Yet they would have those same effects mounted on something for decoration.
As I mentioned in the comments, I think the particular effect you see in the menus does not have a mesh, so it can't be selected using the console, hence neither by mods, meaning the mod authors used the Creation Kit to place the effects.
This page includes PC Console Commands and Cheats for the PC/Steam version of The Elder Scrolls V: Skyrim. It has been updated to include Skyrim Special Edition and Anniversary Editions. Console Commands are an essential tool that players can use to enter cheats into the game. To enter Skyrim cheats into the PC Commands Console, hit (or the key above Tab) to bring up the developer console, and enter these codes for the desired effect. Console commands are NOT case-sensitive.
Adding magical effects to your weapons is called enchanting, and it is actually one of the more difficult skills to learn in the game. While it is not as complicated or as much guesswork as alchemy, it does require that you destroy an enchanted piece of armor or weapon. Until you disenchant something, you will not be able to use the particular type of enchantment on your own weapons (or armor).
The Elder Scrolls V: Skyrim is replete with plenty of subtle magical effects and obscure blessings for the Dragonborn to take advantage of. However, many of them are locked away behind various quests and obscure conditions, making it entirely unlikely for a given player to encounter all of them over the course of a casual playthrough.
After cleaning up a few prerequisite errands, the Dragonborn can take on the quest entitled \"Tending the Flame,\" in which they'll retrieve an old book, make up some lines for an epic poem, and attend a radical bonfire party. Afterward, they'll be a full member of the Bards College and possess this underrated magical effect.
GetAVMod - returns one of the calling actor's modifiers for the specified actor value. The modifier is specified as a string: \"script\" refers to the script (or \"offset\") modifier applied by the script versions of ModAV and ForceAV; \"max\" refers to the modifier applied by magic effects like feather, drain, and fortify; and \"damage\" refers to that applied by effects like damage and restore, and by the console version of ModAV/ForceAV as well as ModAV2.(modifierValue:float) ref.GetAVMod actorValueName:string whichModifier:string(modifierValue:float) ref.GetAVModC actorValueCode:int whichModifier:string
SetAVMod - sets the value of one of the calling actor's modifiers for the specified actor value. The modifier is specified as a string: \"script\" refers to the script (or \"offset\") modifier applied by the script versions of ModAV and ForceAV; \"max\" refers to the modifier applied by magic effects like feather, drain, and fortify; and \"damage\" refers to that applied by effects like damage and restore, and by the console version of ModAV/ForceAV as well as ModAV2. To encourage compatibility between mods, prefer using ModAVMod over SetAVMod.(nothing) ref.SetAVMod actorValueName:string whichModifier:string amount:float(nothing) ref.SetAVModC actorValueCode:int whichModifier:string amount:float
ModAVMod - modifies the value of one of the calling actor's modifiers for the specified actor value by the specified amount. The modifier is specified as a string: \"script\" refers to the script (or \"offset\") modifier applied by the script versions of ModAV and ForceAV; \"max\" refers to the modifier applied by magic effects like feather, drain, and fortify; and \"damage\" refers to that applied by effects like damage and restore, and by the console version of ModAV/ForceAV as well as ModAV2.(nothing) ref.ModAVMod actorValueName:string whichModifier:string amount:float(nothing) ref.ModAVModC actorValueCode:int whichModifier:string amount:float
MagicItemHasEffect - returns whether the magic item has an effect item with the specifed effect. Uses the 4 letter codes for the magic effects listed in the CS. Uses an optional actor value name for use with effects like fortify skill and fortify attribute.(hasEffect:bool) MagicItemHasEffect effect:chars magicItem:ref actorValue:chars(hasEffect:bool) MagicHasEffect effect:chars magicItem:ref actorValue:chars
MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode. Uses an optional actor value code for use with effects like fortify skill and fortify attribute.(hasEffect:bool) MagicItemHasEffectCode effectCode:int magicItem:ref actorValueCode:int(hasEffect:bool) MagicHasEffectC effectCode:int magicItem:ref actorValueCode:int
MagicItemHasEffectCount - returns the count of the specified effects on the magic item. Has an optional actorValue name for use with effects like fortify skill and fortify attribute.(effectCount:int) MagicItemHasEffectCount effect:chars magicItem:ref actorValueName:chars
MagicItemHasEffectCountCode - returns the count of effects with the specified effect code on the magic item. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode. Has an optional actorValueCode for use with effects like fortify skill and fortify attribute.(effectCount:int) MagicItemHasEffectCountCode effectCode:int magicItem:ref actorValueCode:int(effectCount:int) MagicItemHasEffectCountC effectCode:int magicItem:ref actorValueCode:int
GetNthEffectItemCode - returns the magic effect code of the specified effect item.(code:int) GetNthEffectItemCode magicItem:ref whichEffect:int(code:int) GetNthEICode magicItem:ref whichEffect:int
GetNthEffectItemMagnitude - returns the magnitude of the specified effect item.(magnitude:int) GetNthEffectItemMagnitude magicItem:ref whichEffect:int(magnitude:int) GetNthEIMagnitude magicItem:ref whichEffect:int
SetNthEffectItemMagnitude - sets the magnitude of the specified effect item.(nothing) SetNthEffectItemMagnitude nuMagnitude:int magicItem:ref whichEffect:int(nothing) SetNthEIMagnitude nuMagnitude:int magicItem:ref whichEffect:int
ModNthEffectItemMagnitude - modifies the magnitude of the specified effect item up or down.(nothing) ModNthEffectItemMagnitude modifyBy:float magicItem:ref whichEffect:int(nothing) ModNthEIMagnitude modifyBy:float magicItem:ref whichEffect:int
SetNthEffectItemArea - sets the area of the specified effect item.(nothing) SetNthEffectItemArea nuArea:int magicItem:ref whichEffect:int(nothing) SetNthEIArea nuArea:int magicItem:ref whichEffect:int
ModNthEffectItemArea - modifies the effect area of the specified effect item up or down.(nothing) ModNthEffectItemArea modifyBy:float magicItem:ref whichEffect:int(nothing) ModNthEIArea modifyBy:float magicItem:ref whichEffect:int
GetNthEffectItemDuration - returns the duration of the specified effect item.(duration:int) GetNthEffectItemDuration magicItem:ref whichEffect:int(duration:int) GetNthEIDuration magicItem:ref whichEffect:int
SetNthEffectItemDuration - sets the duration of the specified effect item.(nothing) SetNthEffectItemDuration nuDuration:int magicItem:ref whichEffect:int(nothing) SetNthEIDuration nuDuration:int magicItem:ref whichEffect:int
ModNthEffectItemDuration - modifies the duration of the specified effect item up or down.(nothing) ModNthEffectItemDuration modifyBy:float magicItem:ref whichEffect:int(nothing) ModNthEIDuration modifyBy:float magicItem:ref whichEffect:int
SetNthEffectItemRange - sets the range of the specified effect item.(nothing) SetNthEffectItemRange nuRange:int magicItem:ref whichEffect:int(nothing) SetNthEIRange nuRange:int magicItem:ref whichEffect:int
GetNthEffectItemActorValue - gets the actor value of the specified effect item.(actorValueCode:int) GetNthEffectItemActorValue magicItem:ref whichEffect:int(actorValueCode:int) GetNthEIAV magicItem:ref whichEffect:int
SetNthEffectItemActorValue - sets the actor value of the specified effect item.(nothing) SetNthEffectItemActorValue actorValue:string magicItem:ref whichEffect:int(nothing) SetNthEIAV actorValue:string magicItem:ref whichEffect:int
SetNthEffectItemActorValueC - sets the actor value of the specified effect item.(nothing) SetNthEffectItemActorValueC nuActorValue:int magicItem:ref whichEffect:int(nothing) SetNthEIAVC nuActorValue:int magicItem:ref whichEffect:int
SetNthEffectItemScript - sets the script for the specified scripted effect item. Note that the CS doesn't have a variable type for a script, so you must assign the script editor id to a ref variable to use this function.(nothing) SetNthEffectItemScript scriptObjectID:ref magicItem:ref whichEffect:int(nothing) SetNthEIScript scriptObjectID:ref magicItem:ref whichEffect:int
GetNthEffectItemScriptVisualEffect - returns the magic effect code for the scripted effect item's visual effect.(magicEffectCode:int) GetNthEffectItemScriptVisualEffect magicItem:ref whichEffect:int(magicEffectCode:int) GetNthEISVisualEffect magicItem:ref whichEffect:int 153554b96e