I've made a fortify speed spell, but there's a bit of an iss

Post » Sun Jun 17, 2012 10:33 pm

I made it work without APSL - AlchSpeedBuff with a timer of 15 seconds, and AlchFortifyCarryWeight with a timer of 16 seconds. When the carry weight wears off, the speed is re-calculated and returns to normal. Having them both at 15 doesn't work, but that one extra second on carry weight is the work-around.

Here's the update to test - http://www.mediafire.com/?m7t3yxj7s07ol10
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Robert Jackson
 
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Post » Sun Jun 17, 2012 1:47 pm

Trying it out now.
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Vicki Blondie
 
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Post » Sun Jun 17, 2012 11:41 pm

I made it work without APSL - AlchSpeedBuff with a timer of 15 seconds, and AlchFortifyCarryWeight with a timer of 16 seconds. When the carry weight wears off, the speed is re-calculated and returns to normal. Having them both at 15 doesn't work, but that one extra second on carry weight is the work-around.

Here's the update to test - http://www.mediafire.com/?m7t3yxj7s07ol10

Once the CK is out, the way to do it will probably be to create a script effect that increases, then decreases carryweight in the scripteffectstartblock, then repeats that in the scripteffectfinishblock, with that effect also having a 1 second greater duration than the speed boost effect. It's a minor detail, but that would prevent you from having a higher carryweight for the duration of the spell.
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Esther Fernandez
 
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Post » Sun Jun 17, 2012 10:57 am

It works. :)
Perhaps I could copy the carry weight magic effect and hide it from the magic effects screen?
Then just set the magnitude really small, but non-zero as to minimize it's effect.
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louise tagg
 
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Post » Sun Jun 17, 2012 5:04 pm

That's what I'd do. Make a duplicate of the alchfortifycarryweight, name it ...carryweightnotext and remove the 'Carrying capacity increases by for seconds.'
Then for the actual magniture, set it to 0.1 or even lower, I think it goes a few decimals out, so maybe 0.0001
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Frank Firefly
 
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Post » Sun Jun 17, 2012 6:10 pm

Yeah, it works up to .001. :)
That's more than sufficent.
However the dummy effect still shows on the magic effect screen, but it's blank. :P
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мistrєss
 
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Post » Sun Jun 17, 2012 9:50 pm

Not much can be done about that I guess until the CK drops and we have access to a more sophisticated way of scripting it. Still, plenty of progress has been made at least :D
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Sarah Bishop
 
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Post » Sun Jun 17, 2012 4:43 pm

Yeah, it works up to .001. :smile:
That's more than sufficent.
However the dummy effect still shows on the magic effect screen, but it's blank. :tongue:

Nice to know you can have decimal effect magnitudes - pretty sure the GECK was limited to integers.
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Maya Maya
 
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Post » Sun Jun 17, 2012 8:05 pm

I wonder if one of those hex entries on the magic effect screen in Skyedit determines if the effect is displayed or not. Anyone know?
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bonita mathews
 
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Post » Sun Jun 17, 2012 10:21 am

Couldn't you make a hidden perk that get's added based on keywords?
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butterfly
 
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Post » Mon Jun 18, 2012 1:39 am

There's still some balance issues with the spell. You can keep casting it and it'll stack. :P

Couldn't you make a hidden perk that get's added based on keywords?
What do you mean?
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*Chloe*
 
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Post » Sun Jun 17, 2012 9:21 am

There's still some balance issues with the spell. You can keep casting it and it'll stack. :P


What do you mean?
I'm not 100% sure... I remember Baratan mentioning something about using perks and keywords to tweak critical chance on a per weapon basis and I was wondering if it could work here.
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Flesh Tunnel
 
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Post » Sun Jun 17, 2012 1:49 pm

I wonder if one of those hex entries on the magic effect screen in Skyedit determines if the effect is displayed or not. Anyone know?

Maybe, sort of. In the GECK, by default, effects that altered actor values would automatically display the actor value modified and the magnitude of the effect. Script effects would not show anything. There's a "Display Name Only" flag that causes either type of effect to display what's in the name field instead. If that flag still exists, and you can figure out which one it is, you might be able to set the name of the effect to a blank space.
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OJY
 
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Post » Sun Jun 17, 2012 4:41 pm

I haven't studied the perks enought to know. Hmmm....
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JERMAINE VIDAURRI
 
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Post » Sun Jun 17, 2012 1:28 pm

Tick the 0x8000 flag in Sky Edit to set the effect to hidden.
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tiffany Royal
 
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Post » Sun Jun 17, 2012 8:05 pm

Tick the 0x8000 flag in Sky Edit to set the effect to hidden.
Yay, that worked. :D
Now just to make it impossible to stack. :)
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Alisia Lisha
 
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Post » Mon Jun 18, 2012 12:41 am

Still haven't worked out how to prevent stacking, but I added a cast time to nerf it a bit. :unsure:
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Genevieve
 
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Post » Sun Jun 17, 2012 9:43 am

Made a small discovery today for Magic Effects: It turns out that the game uses a keyword (KYWD) value in the "Second spell" field to determine whether the effect should be stackable. If a keyword is set, the effect does not stack but only the strongest effect counts. This is the behavior potions have normally in the game. If something else is in the "Second spell" field the effect does stack with multiple instances like with enchantments.

Example: AlchFortifyHealRate has the keyword MagicAlchFortifyHealRate (0x00065A30) set as its "Second spell." Note that you cannot currently set a keyword in the "Second spell" field with SkyEdit - only spells. With TESSnip you can however insert the FormID for a keyword in the DATA subrecord positions 9 through 12.
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Amy Melissa
 
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Post » Sun Jun 17, 2012 12:34 pm

So, in theory if I add the keyword AlchFortifyHealRate to my spell, it should not stack? Could I create my own custom keyword?

Also, Skyedit has a keyword field in the magic effects screen as of now. Do you know if that is modifying the proper records?
Thanks for the info either way. :)
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Mariana
 
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Post » Sun Jun 17, 2012 3:48 pm

So, in theory if I add the keyword AlchFortifyHealRate to my spell, it should not stack? Could I create my own custom keyword?

Also, Skyedit has a keyword field in the magic effects screen as of now. Do you know if that is modifying the proper records?
Thanks for the info either way. :)
Use a custom keyword. The information about SkyEdit is out of date, I believe.
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BlackaneseB
 
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Post » Sun Jun 17, 2012 5:33 pm

I went a different route in the meantime and made a restore stamina spell haha, but when this is finished and working I'll ditch my spell in favour of this.
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Anna S
 
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Post » Sun Jun 17, 2012 9:46 pm

This is cool, I always liked making my main an arcane warrior in Dragon Age. It'd be great if there were a bunch of spells to improve melee combat (maybe some sustained ones too that you could cast once and leave active for a fixed deduction in magicka.)
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Matt Bee
 
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Post » Sun Jun 17, 2012 4:05 pm

Making a new keyword and adding it to the magic effect does not work. :(
Maybe he means the spell magic effects list?
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Jessica Thomson
 
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Post » Sun Jun 17, 2012 3:02 pm

I tried forcing the keyword into the magic effect list for the spell and it failed also. :(
Any other ideas, lol. We're so close.
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Cat
 
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Post » Sun Jun 17, 2012 9:59 pm

In the magic effect, make sure you have the link rec type field set to "keyword", this should prevent your spell from stacking with itself. Then you can add your custom keyword to the keyword field and also to the linked record field. This should prevent stacking with any other magic effects that have that keyword.
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Logan Greenwood
 
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