Spell Magnitude not being affected by Perk.. oh, hi CK.

Post » Sat Nov 17, 2012 2:16 am

:::::Intro:::::

Hello comrades! (or mates).

It is good to be back, i have always found funny how i spent most of my time modding and getting mods for Oblivion instead of playing it.

Some tutorials but mostly people and checking scripts from basic and complex mods helped me understand scripting and the logic to implement an idea into the game.

After playing Skyrim and getting to like 65% of the game, twice, i would like to step in and introduce myself to the Creation Kit.

And it was cool!, so much has changed, for the good i believe, like most things i think i need to get used to it first, so i began by replacing the Critical Hit sound (yesss!).

The new Skyrim experience was great, and after some thought i would like to change some stuff in the Two Handed perk tree, like the not very useful Deep Wounds, Limbsplitter and Skullcrusher perks, and change the way Criticals work, then implement Deep Wounds as a bleeding effect when you critically hit, add a chance to trigger a timed Damage Bonus to the Warmaster perk, etc..

:::::Question starts here (lol, guess i talk to much, or not, i consider myself boring really):::::

So!, everything has been going smoothly until i tried to change the magnitude of a Bleeding Effect Spell. (which damages health over 6 sec)

A perk adds the Bleeding Effect Spell to the target using Ability Combat Hit Spell entry point, (just like Limbsplitter or Hack and Slash perks), then the same perk modifies the spell damage by using Mod Spell Magnitude entry point, for testing purposes i am using the Set Value function (eventually i will use the Multiply Actor Value Mult, the idea is to inflict some of the weapon damage over 6 seconds, so i will be using the Melee Damage value)

So yeah, it adds the bleeding spell to the target when hit, but i cannot get the Perk to modify the magnitude of the spell, i have been using the HasKeyword, also EPMagic_SpellHasKeyword (guess this looks in spells only), added the Keyword to the Spell Effect as well, and nothing.

I have searched in the forums and it seems people have been able to do similar things using the HasKeyword method.

So here i am again, asking, and learning, thanks for your time and help.

PS. English is not my native language, forgive my incoherent sentences, bad spelling and questionable grammar.

User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Fri Nov 16, 2012 7:30 pm

Don't use HasKeyword for this.

Your issue boils down to the fact that the weapon is considered to be the spell's caster, not the player; the player's perks won't affect it, and I can't think right this instant of how to get around that.
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Fri Nov 16, 2012 10:36 am

Uh huh!, so that was the culprit, thanks.

I could edit the spell value directly (and handle 3 perks, early, mid and end game, however it would be a static value... forever).

Thank you again for the help, now i can move on and continue working on the other perks, maybe when we are able to modify the magnitude of spells using scripts like in Oblivion =D.

PS. I have been reading your posts thorough this forum, you have been really helpful, hope to continue seeing you around!, plus your avatar is cute.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Sat Nov 17, 2012 1:01 am

You're welcome, and thanks! :D I notice there's comparatively little support for people trying to learn how to do magic as opposed to people who want to make quests, so I've been trying to help fill in the gap.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri Nov 16, 2012 10:20 am

you could still pull off this effect, but in a much less satisfying manner...

add multiple magic effects to your spell and condition them with PlayerRef - HasPerk - YourPerk
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am


Return to V - Skyrim