After much pain, I believe I gained a minimal basic understanding of how this works, which I think might be useful for the community. I also have many questions, which I hope the community will help with. ?
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Enter the madness.
For ease of understanding (hah!) I will present two examples of relatively similar simple spells: incinerate and fireball.
Let’s start from the magic effects window.
- Incinerate (FireDamageFFAimed75) doesn’t have anything selected under the ‘explosion’ drop down menu. The effect has area=0 under the spellmaking section.
- Fireball (FireDamageFFAimedArea) does have an explosion selected, and has area=15 under the spellmaking section.
Fastforward to the projectiles these two effects refer to. Now starts the fun.
- Fireball’s projectile (FireBallProjectile01) doesn’t have the explosion box ticked (even though the effect does use an explosion). I guess this is because the magic effect already points itself to a specific explosion to apply.
- Incinerate’s projectile (FireBoltExpertProjectile01) DOES have the explosion box ticked, even though in the magic effects the explosion drop-down menu points to none (and the spell itself from an initial inspection has no need/use for one).
Moving to the relevant explosions (again, one referenced in the projectile but not in the effect, the other exactly the opposite):
- Fireball’s explosion (FireBallExp01) has knock down living actors –none selected (as expected since ingame the spell just damages enemies in the area of effect); it also has force=1.00 (huh???) damage=0.00 (again, huh???) plus some radius values that I have absolutely no idea how they relate to the actual ‘area=15’ of the magic effect.
- Incinerate’s explosion (ExplosionFireBoltExpert01) has ‘ignore los check’ ticked (why?), ‘knock down living actors – by formula’ (I guess this is the whole reason to attach the explosion to the effect, to knock down enemies under certain mysterious conditions – but why not use or make one of the various stagger-like effects and add it in the spell window as for many other spells?), force=7.00 (again, huh? Possibly related to the mysterious formula?), and radius/IS radius != 0 (??? even though this explosion is generated by a projectile of a magic effect with area=0).
And of course all of these have a sound level – even though in the magic effects tab there is a specific drop-down menu to determine the loudness of the effect
Conclusions (few) and Questions (many) – any help appreciated
1) a spell having an explosion or not and having an area of effect or not are totally independent things.
1a) explosions are NOT used to define the area of effect aspect of a magic effect (ie to determine which enemies are within the AOE of the effect)
1b) explosions make the check to see who they affect separately to the magic effect they are attached to, and apply their own ‘stuff’ (generally just visual effects, but not always) separately
1c) my head risks exploding even just thinking about the ‘spawn’ stuff
2) I have absolutely no clue as to the relationship between the force/damage/area settings of the explosion and the equivalents defined in the magic effect/spell (are they totally independent? Must they be the same (different unit measures FTW!)? – or what else?)
3) What’s the mysterious formula used under ‘knock down living actors – by formula’ ? (you have to love Bethesda with their total lack of documentation. And no, the wiki is not even close to being acceptable.)
4) What do the force and damage settings in the explosion tab do? And the range?
5) What are the sound level settings for? Is it just for the actual volume of the effect played in the pc speakers, or is it related to the in-game loudness of the spell (ie how it’s detected by npcs). And in the second case, how does it interact with the setting specified in the magic effect window?
I’m sure I missed a lot of unclear stuff that in the future will cause problems/headaches, all of this is just what I got from roughly one hour of mucking around in the ck …. Things are starting to look bleak.