Modifying spell effects - Making Soul Trap have a projectile

Post » Sun May 20, 2012 8:01 am

Soul trap doesn't have a projectile and it's effect is hard to notice from far away. As a mage, being far away from my target is the ideal location. So what I'd like to do is make soul trap have the same orb projectile that "Raise Zombie" does.

Anyone know what effect I would alter in Skyedit to make this so? I assume it's the projectile section, but I was working on a custom spell earlier and I couldn't get it to show any projectile. So, anyone know? I'd appreciate the help. :smile:

EDIT: Setting projectile to "ReanimateProjectile" (The one the Reanimate effects use.) doesn't appear to do anything. :(
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Rude_Bitch_420
 
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Post » Sun May 20, 2012 2:00 am

This is probably really dumb, :bonk: but is there some type of spell "mesh" that you can point the textures/effects to the other spell effects using nifskope? :hehe:

BTW, if you manage it, please release it as a mod, I end up casting Soul Trap several times because I can never tell if I hit them with it or not.
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P PoLlo
 
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Post » Sun May 20, 2012 8:43 am

First you would edit the spell by having it use a projectile. Then you would go into the MGEF and look for soul trap there and make the appropriate changes there. For insight look at the animate dead spell in MGEF and copy the particles and models references from that.
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adame
 
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Post » Sat May 19, 2012 11:33 pm

I've made it more visible, but I wanted a projectile. I'll upload the more visible version in a bit.
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claire ley
 
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Post » Sat May 19, 2012 9:33 pm

I made mine into a projectile. I used the reanimateffaimed25 to do it, they glow when they're hit with the projectile and when they die, it plays the soultrap effect and sound.

All you need to change are these two settings :

Change SoulTrapFFActor Unk 8 from 3 to 2.
Change SoulTrap Cast Type from CastType3 to CastType2.
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Keeley Stevens
 
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Post » Sun May 20, 2012 2:37 am

Thanks, that worked. :)
I'll put it up on the nexus soon so everyone can use it.
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sarah taylor
 
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Post » Sat May 19, 2012 6:11 pm

You're quite welcome :)
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Dewayne Quattlebaum
 
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Post » Sun May 20, 2012 3:02 am

I... I'd just assumed Soul Trap was a melee spell... you can hit things with it at range?
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matt white
 
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Post » Sat May 19, 2012 8:57 pm

I... I'd just assumed Soul Trap was a melee spell... you can hit things with it at range?
It's ranged, actually.
http://skyrimnexus.com/downloads/file.php?id=5717
Okay, it's up.
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Dalton Greynolds
 
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Post » Sat May 19, 2012 6:40 pm

Thank you for the credit giving in your mod, that actually means a lot to me :banana:
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Zach Hunter
 
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Post » Sat May 19, 2012 8:58 pm

Thank you for the credit giving in your mod, that actually means a lot to me :banana:
Sure thing, I couldn't have done it without your help. :D
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Sammie LM
 
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Post » Sat May 19, 2012 7:10 pm

Link doesn't work, you put the hypertext where the URL goes.
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Rachel Cafferty
 
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Post » Sun May 20, 2012 8:48 am

Link doesn't work, you put the hypertext where the URL goes.
Link is fixed. Sorry. :P
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Sammie LM
 
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Post » Sat May 19, 2012 6:56 pm

Nifty, thanks.
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hannah sillery
 
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Post » Sat May 19, 2012 10:49 pm

Yay not a big problem for me but fixed none the less
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Vera Maslar
 
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Post » Sun May 20, 2012 4:40 am

I... I'd just assumed Soul Trap was a melee spell... you can hit things with it at range?

Same here, I assumed it was a 'Touch Spell", because it never really seemed to do anything from a distance.
Of all the spells that needs to have some visual feedback to the player that it's actually "ON" and Npc, it's this one....
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W E I R D
 
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Post » Sun May 20, 2012 1:39 am

Glad you all like it. :)
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Karen anwyn Green
 
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Post » Sat May 19, 2012 9:42 pm

Hey thanks, I tried using that spell for awhile and got frustrated by it too, kept trying to use it from a distance and wasn't sure why it wasn't working since there's no real visual feedback for it. I was so annoyed that it had to be used point blank that I enchanted a bow with soul trap. Glad I won't have to do that now.
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Nikki Morse
 
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Post » Sat May 19, 2012 8:50 pm

Should I make a [REL] page for this, or do you guys think people will find it here. I don't want to clutter the board. :unsure:
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Paul Rice
 
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Post » Sun May 20, 2012 9:58 am

Should I make a [REL] page for this, or do you guys think people will find it here. I don't want to clutter the board. :unsure:
EDIT: I'm gonna write this with better grammar give me a sec. :tongue:

I'd just go ahead and make a new thread. But if you don't want to do that you can rewrite the OP and then ask a moderator to change the thread title.
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Rudi Carter
 
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Post » Sat May 19, 2012 11:32 pm

IMO, I think mods like this are the "must have" mods, because they don't change anything on a huge scale, they just do what they do quietly, and they do the job well,
and make the game more pleasant.
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[Bounty][Ben]
 
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Post » Sun May 20, 2012 12:26 am

Well, I still have some questions about spell alteration. So, I'll keep this therad alive and make a new one.

I was wondering about the casttypes. I gather that:
Cast Type 0 = Self
Cast Type 2 = Projectile
But what about the other ones. (I don't know how to describe 3, lol. Phantom maybe.)
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NAtIVe GOddess
 
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Post » Sun May 20, 2012 6:41 am

Well, I still have some questions about spell alteration. So, I'll keep this therad alive and make a new one.

I was wondering about the casttypes. I gather that:
Cast Type 0 = Self
Cast Type 2 = Projectile
But what about the other ones. (I don't know how to describe 3, lol. Phantom maybe.)

well, the three types of spells since morrowind have always been Self, Touch and Target
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Allison Sizemore
 
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Post » Sat May 19, 2012 8:09 pm

well, the three types of spells since morrowind have always been Self, Touch and Target
Yeah, there's five cast types. So if we suppose that three of those are the classic ones, I wonder what the other two are. I'm not even sure if touch is one of them.
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Amber Ably
 
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Post » Sun May 20, 2012 12:37 am

Yeah, there's five cast types. So if we suppose that three of those are the classic ones, I wonder what the other two are. I'm not even sure if touch is one of them.

hmm, I'm going to guess the other two cast types, must cover those sustained shields and the Wards
Or Sustained in general (thinking of the fire/lightning and frost "rays", then the remaining would be the Wards
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Leanne Molloy
 
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