14.09.2019
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My character has an active effect 'Reanimation', which probably originates from a reanimated corpse that somehow vanished, seemingly due to a bug (the 'Reanimation' spell is probably from Skyrim Redone).Now I can not get rid of this effect any more. The remaining time of the 'Reanimation' effect is currently shown as 998 days.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 tried to remove the 'Reanimation' spell, with player.removespell xyz, but this did not help, and the effect still lasts. I also tried to use the reanimation spell again on another corpse, but this had just the effect that I had two spells 'Reanimation' active.Is there a way to get rid of this spell? I realized that the effect is active only because my conjuration level is constantly increasing. Unfortunately, I going back to a save game before the bug occured would loose a lot of game time. Pardon the necropost, but using 'removespell' doesn't seem to work for me. What did work however, is simply using 'dispel' instead of 'dispelallspells', as this will only delete the effects for a single spell.

For example:1) Open console, type; help '(spell name)'2) find the ID of the spell, whose effect you wish to cancel, and type; player.dispel As I was having the same problem you were, I thought this might be of some help. I had 'Reanimate Animal' active, even after the reanimated animal had bugged out and disappeared when zoning. Have fun with your adventures in Skyrim!

Contents.Enchantment Effects Enchantment effects can only be put on items that are equipped to certain locations. Apparel Effects Apparel enchantments improve the player's attributes, or provide the player with useful new abilities or resistances. An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it.

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This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks. Apparel EffectBody AreaBase MagnitudeBase CostDisenchantHeadNeckChestHandsFingerFeetShieldFortify SkillYesYesYesYes+8% potion strength167. Rounded down. ^ Although armors, necklaces and rings can be disenchanted in order to gain the enchantment, armors, necklaces and foot apparel can be enchanted. Therefore you can equip four items (neck, chest, finger, feet) with that enchantment. ^ The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks. There are two versions of this effect, allowing it to be applied twice.

List Of Magic In Skyrim

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Skyrim Creation Kit Magic Effect

The second version is from the and has a base magnitude of 10%. This issue has been addressed by the; the shield has been altered to use the normal version of the effect.Weapon Effects Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks.

Base uses is defined the same way but cannot be seen directly without the use of the console. Weapon EffectSchoolBase MagnitudeBase CostDisenchantAbsorb831.

Skyrim Add Magic Effect Console

Semi Related but not just to the command, but to all enchanting. The power of enchantments is based on your enchanting skill so if you player.modavenchanting 10000 you can have super powerfull cheat items, if thats your thing, making a ring of 100000% easier sneak means you will never be detected etc. This is a detailed tutorial on how to make magic effects, spells, spell tomes, and add items to vendors, all using Bethesda's Creation Kit. To see a more In-Depth video on how to create these.