Skyrim Mod:Mod File Format/MGEF

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MGEF records hold information about magical effects which are used in spells, enchantments and potions.

C V Field Name Type/Size Info
+ EDID EditorID zstring Max 0x200 bytes, including null terminator.
- VMAD unknown VMAD
- FULL name lstring
- MDOB static formID Menu Display Object
- KSIZ keywordCount uint32
* KWDA keywords formID[KSIZ.keywordCount]
+ DATA data struct[152]
00:Flags
uint32 Flags
0x00000001 = Hostile
0x00000002 = Recover
0x00000004 = Detrimental
0x00000008 = Snap to Navmesh
0x00000010 = No Hit Event
0x00000100 = Dispel Effects (toggle keywords to dispel type?)
0x00000200 = No Duration
0x00000400 = No Magnitude
0x00000800 = No Area
0x00001000 = FX Persist
0x00004000 = Gory Visual
0x00008000 = Hide in UI
0x00020000 = No Recast
0x00200000 = Power Affects Magnitude
0x00400000 = Power Affects Duration
0x04000000 = Painless
0x08000000 = No Hit Effect
0x10000000 = No Death Dispel
0x40000000 = ?
0x80000000 = ?
04:Base Cost
float
08:RelatedID
formID The type of record here depends on the EffectType (see below).
0C:Skill
int32 Usually a base magic skill ActorValue (index) or -1
10:ResistanceAV
uint32 Resistance skill index (generally 39-45) ActorValue (index) or -1
14:Unknown1
uint32 Mask of 0xffff0000 (lower 2 bytes always 0)
18:LightID
formID LIGH
1C:TaperWeight
float Somehow controls the tapering of the spell over time, 0-1 typically
20:HitShader
formID EFSH
24:EnchantShader
FormID EFSH
28:SkillLevel
uint32 Required Skill level (0, 25, 50, 75, 100)
2C:Area
uint32 0 for none
30:CastingTime
float probably default if not provided, normal range 0.5-3
34:TaperCurve
float Somehow affects the tapering of spell duration, 0-2 typically
38:TaperDuration
float Controls how fast the duration tapers off presumably, 0-5 typically
3C:SecondAVWeight
float Only valid if SecondAV is set, typical values of 0-2
40:EffectType
uint32 The basic type of effect to apply (0-46). See below for effect type details.
44:PrimaryAV
int32 ActorValue (index) or -1. Vast majority are 24 (direct health)
48:ProjectileID
formID PROJ
4C:ExplosionID
formID EXPL
50:CastType
uint32 cast type:
0x00 - Constant Effect
0x01 - Fire and Forget
0x02 - Concentration
54:DeliveryType
uint32 delivery type
0x00 - Self
0x01 - Touch
0x02 - Aimed
0x03 - Target Actor
0x04 - Target Location
58:SecondAV
int32 Secondary ActorValue (index) or -1 (usually only shock/frost have this)
5C:CastingArtID
formID Hand effects ARTO
60:HitEffectArtID
formID Impact effects ARTO (eg ward getting hit)
64:ImpactDataID
formID Impact data IPDS of projectiles
68:SkillUsageMult
float Typically 0-10
6C:DualCastID
formID DUAL
70:DualCastScale
float 0-3
74:EnchantArtID
formID ARTO
78:NullData1
uint32 Always 0
7C:NullData2
uint32 Always 0
80:EquipAbility
formID SPEL
84:ImageSpaceModID
formID IPDS
88:PerkID
formID PERK
8C:SoundVolume
uint32 0-3
0 = Loud
1 = Normal
2 = Silent
3 = Very Loud
90:ScriptAIDataScore
float Unknown exact purpose, values of 0, 50, 9999, 100000, 1000000
94:ScriptAIDataDelayTime
float Unknown exact purpose, values of 0, 60, 10000, 600000
* ESCE CounterEffects formid Contain a magic effect formid that presumably counters the effects of the current one.
* SNDD soundData list[struct[8]]
dword Type
formID SoundDesc
Array of structs, max 6 items. Sound types include:
0 = Draw/Sheathe
1 = Charge
2 = Ready
3 = Release
4 = Concentration Cast Loop
5 = On Hit
+ DNAM Description lstring Effect description, e.g.: "Health regenerates <mag>% slower."
- CTDA conditionData CTDA

Effect Types[edit]

The following are the valid effect types for each magic effect and their associated data:

0 = Value Mod: PrimaryAV selects which actor value to modify
1 = Script: No Extra data?
2 = Dispel: No extra data?
3 = Cure Disease: No extra data?
4 = Absorb: PrimaryAV selects which actor value to absorb
5 = Dual Value Mod: PrimaryAV and SecondAV select which actor value to modify along with SecondAVWeight
6 = Calm: PrimaryAV is forced to be "Aggression"
7 = Demoralize: PrimaryAV is forced to be "Confidence"
8 = Frenzy: PrimaryAV is forced to be "Aggression"
9 = Disarm: No extra data?
10 = Command Summoned: No extra data?
11 = Invisibility: PrimaryAV is forced to be "Invisibility"
12 = Light: RelatedID is the light formid
15 = Lock: No extra data?
16 = Open: No extra data?
17 = Bound Weapon: RelatedID is the weapon to summon
18 = Summon Creature: RelatedID is the NPC to spawn (must have the summonable flag set)
19 = Detect Life: No extra data?
20 = Telekinesis: No extra data?
21 = Paralysis: PrimaryAV is forced to be "Paralysis "
22 = Reanimate: No extra data?
23 = Soul Trap: No extra data?
24 = Turn Undead: PrimaryAV is forced to be "Confidence"
25 = Guide: RelatedID is a hazard, used only by Clairvoyance
26 = Werewolf Feed: No extra data?
27 = Cure Paralysis: No extra data?
28 = Cure Addiction: No extra data?
29 = Cure Poison: No extra data?
30 = Concussion: No extra data?
31 = Value and Parts: PrimaryAV is used, not used in game
32 = Accumulate Magnitude: PrimaryAV, used by Ward Steadfast/Lesser/Greater
33 = Stagger: No extra data?
34 = Peak Value Mod: PrimaryAV selects which actor value to modify, RelatedID is a keyword (Assoc. Item 2 in the C.K.) - SecondaryAV & SecondAVWeight are not used.
35 = Cloak: RelatedID is a spell (only some spells supported, either/both hand?)
36 = Werewolf: RelatedID is a race
37 = Slow Time: No extra data?
38 = Rally: PrimaryAV is forced to be "Confidence"
39 = Enchance Weapon: RelatedID is an enchantment
40 = Spawn Hazard: RelatedID is a hazard
41 = Etherealize: No extra data?
42 = Banish: PrimaryAV is forced to be "Confidence"
43 = Spawn Scripted Ref: No extra data?, used by ThrowVoice
44 = Disguise: No extra data?
45 = Grab Actor: No extra data?
46 = Vampire Lord: RelatedID is a race