[REQ] help from advanced spell modder

Post » Sat Nov 17, 2012 7:47 am

Im trying to add a shader to nearby NPCs with a cloak spell. So far it's working perfectly except that the shader blinks/fades-in constantly. Presumably because the cloak spell is constantly applying the spell/effect to NPCs.

My setup is as follows:
  • Quest - (Adds CloakSpell to player)
  • CloakSpell - Ability, Constant Effect, Self, (uses cloakEffect)
  • cloakEffect - Cloak, Constant Effect, Self, (Assoc item = NPCspell)
  • NPCspell - Spell, Concentration, Aimed, (uses NPCeffect) [hasMagicEffect, NPCeffect == 0]
  • NPCeffect - Peak Value (none), Concentration, Aimed, FX Persist, [hasMagicEffect, NPCeffect == 0] (the Hit shader is applied here)
I figgured the condition would stop it from repeatedly applying the effect. :S

Side Question: do Cloak damage effect spells have to be "Concentration, Aimed" ?
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri Nov 16, 2012 5:03 pm

I haven't messed with spells too much yet, but what little I did I found that concentration spells last only for a short time and are constantly recast (as long as the actor is 'concentrating')... so that would cause the effect to blink in and out. Try setting it to constant, then remove the effect when you don't want it anymore. The only way to know if something can be done or not is to try! Sorry I couldn't be of more help.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Sat Nov 17, 2012 7:06 am

I came to the same conclution as you. But it appears that cloak spells can only have damage effect spells that are of the Concentration type.

Maybe someone knows a way to increase the time that a concentration spell lasts for, or maybe a way to make the concentration spell add a constant effect?
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Fri Nov 16, 2012 8:16 pm

I tried briefly, but I couldn't figure it out. Someone saw my ring-o-carryweight mod and requested I do a ring-o-detect life kinda thing. I think the detect spells are similar in that you can't use certain types (the detect would end after a brief moment, unless looped somehow). I think someone came up with a solution that the User requested (something equipment related, but I don't remember ever checking to see how they did it), so I didn't continue working on it.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sat Nov 17, 2012 12:09 am

Woot! I figured out a solution to my specific problem by increasing the Spell's Duration in seconds.... Maybe that would help you SLuckyD?

Thanks for the ideas.

PS. If anyone is interested here (http://www.creationkit.com/Dynamically_Attaching_Scripts) is a good tutorial on the creation-kit wiki about setting up Cloak Spells on the player that attach scripts to nearby things.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat Nov 17, 2012 5:19 am

That's cool you figured it out! I'll have to keep it in mind if I ever need it in the future.

But like I said, I didn't need it myself.. I was only trying to fulfill a request a few months ago heheh. The person wanted an item that could detect life, like back in Oblivion I guess. Lengthening the duration is probably what the other person figured out (the one who made the mod which essentially did what was requested); but you still have to loop it somehow for using as a 'constant' effect (while equipped). I guess they had some kind of script attached to it.. I dunno.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am


Return to V - Skyrim