Different types of effects in one enchantmenton one weapon?

Post » Sun Jun 24, 2012 2:07 am

Alright, I am making a new unique weapon for my mod. One of the effect types is fire and forget, and the other is a constant. It does not allow me to put both of the effects in the same enchantment since by default it is set to fire and forget because of the first effect. Is there anyway to get both of these effects of different types into the same weapon?
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Solina971
 
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Post » Sat Jun 23, 2012 11:31 pm

Bump.
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Mrs Pooh
 
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Post » Sun Jun 24, 2012 12:45 am

Don't think this work, weapons have damage enchants, equipment has constant ones.
Simplest way is to use onequip and add an effect like fortify one hand 20, and then remove the effect on unequip.
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Jonathan Braz
 
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Post » Sun Jun 24, 2012 1:28 am

I'm assuming that you can only put Fire and Forget enchantments on weapons. You might be able to duplicate the effect that's constant to a Fire and Forget one.

This (the reverse) is what Bethesda did with Muffle. The effect used by the Muffle spell, MuffleFFSelf, is Fire and Forget, but they also made a duplicate effect called EnchMuffleConstantSelf (with Casting Type set to Constant Effect) that could be put on armor. I was having trouble putting an Invisibility effect on armor and it took me a few days to figure this out.
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jesse villaneda
 
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Post » Sun Jun 24, 2012 6:47 am

All effects associated with a spell/ enchant need to be the same type. You could work around this by doing the followng.

enchant > effect(which is a script) > script calls spell 1>fire and forget
>script calls spell 2> constant effect
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Liv Brown
 
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Post » Sun Jun 24, 2012 8:24 am

Say an NPC starts off with the weapon (so they already have it equipped), would the OnEquipped event still work for them since they never actually equipped it but already have it equipped? If not, is there a way to just check if the weapon is already equipped instead of activating the effect when it is initially equipped?
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Oceavision
 
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Post » Sun Jun 24, 2012 6:25 am

Also, I want the effects on the weapon to work for any actor that has it, not just the player. What would I replace Game.GetPlayer() with?
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Eddie Howe
 
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Post » Sat Jun 23, 2012 11:24 pm

Bump.
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Harry Leon
 
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