Custom Magic Effects & Shaders - YAY

Post » Sun Jun 17, 2012 10:29 am

Glad to see that the new Creation Kit allows the creation of Magical Effects, and Shaders associated with them.


This gives us the ability to create our own Custom Made Detect X effects.

In Oblivion, we were unable to make new Shaders, only replace old ones, meaning a Vampire Oriented Detect Life, would affect the Vanilla Detect Life.


I've got ideas in mind for this new power.
Detect Enchantment etc (Makes Magical Items nearby glow through walls - Treasure Hunters dream come true)
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Sun Jun 17, 2012 11:36 am

lol sweet! now maybe we can have different versions of night eyes.

1 for kajiit
1 for vampires
1 for argonian (yeah i wont argonians to have heat sensing abilities like a snake!)
1 for magic cast

ohhh and the possibilities for new detect spells like in the op!
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sun Jun 17, 2012 2:20 pm


1 for argonian (yeah i wont argonians to have heat sensing abilities like a snake!)


A thermal vision night-eye spell would be amazing!!
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Mon Jun 18, 2012 1:44 am

Im testing it out right now with an Amulet that gives 125% Magicka Regen between 8pm and 4am (Night), as well a Passive Detect life, with my own shader.
So far, not having much luck with the Detect Life, cant figure out what settings I need. When I apply the amulet, I see the screen flash for a second... As if it had activated, and then vanished...
Think I need to work out duration or find a way to set constant effect.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Mon Jun 18, 2012 12:53 am

I'm fiddling around with the magic in Skyrim too right now, trying to get the darned master destruction spells to be worth something by making them standard charge spells (or concentration spells, for Lightning Storm) that let you move while casting and/or charging. Of course, I'm a total new player and have never modded any game, so it isn't going well for me :P.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sun Jun 17, 2012 6:36 pm

Can anyone try adding new actor values? It seems broken for me :(
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Sun Jun 17, 2012 5:38 pm

Concentration - I would imagine being the spells that require continuous button holding - which is what you want.

However, there is another setting called Cast Delay, and Casting time.

Maybe these are hard-coded to cause the Immobility.
Try adjusting them.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Sun Jun 17, 2012 10:28 am

Concentration - I would imagine being the spells that require continuous button holding - which is what you want.

However, there is another setting called Cast Delay, and Casting time.

Maybe these are hard-coded to cause the Immobility.
Try adjusting them.

I noticed those and was playing with them (I have been looking at the reference http://www.creationkit.com/Magic_Effect). I am working on Fire Storm first. As of right now, I have changed the spell to be equippable in either hand and able to be dual-cast. I have also changed the animations to be like that of fireball while it is equipped in hand. The spell also correctly charges in half a second. However, whenever I press the button to cast, I get the standard animation and am unable to move. I thought it might be the 'Equip Ability' under the Magic Effect, but disabling those didn't work either :(.

More on the subject of this thread, what other detect spells would be really useful? Could we make something to detect alchemy ingredients to help people harvest more efficiently?
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sun Jun 17, 2012 12:15 pm

Im looking at the structure of the Detect Life system.
They use the new Condition structure, which means you can specify what condition the actor must meet, before being 'glowed'

They do things like

ActorType == Undead must be 0 (Detect Life doesnt detect undead etc)

its weird though, they do a different version of detect life for indoors and outdoors.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sun Jun 17, 2012 11:30 pm

Note- Im loving the 'Create Duplicate' context option.

aND the preview system for items.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sun Jun 17, 2012 6:14 pm

Couldnt get the Life Detect amulet to work - so started a new project from scratch, and have got a 'Vampire Sight' Amulet working - Applies the Hunters Sight while worn....
That being said - I never found any real need for Hunters Sight, as it is never dark enough to warrent it.


But now that I have it applying correctly, as a constant effect, I can modify the effect, as needed, to make it into a Detect Life effect.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Sun Jun 17, 2012 10:13 am

i really want to do this, but im not experienced.... does anyone have an idea how?
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Mon Jun 18, 2012 2:19 am

Im still working on it - I have managed to get an Amulet that does the Aura Whisper - only problem is, its applying the effect to me, and not to the rest of the world....
Might be a radius issue?
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Sun Jun 17, 2012 12:07 pm

Can anyone try adding new actor values? It seems broken for me :(

These are in SkyEdit(I don't know if they are editable yet, if not, we'll just have to wait).
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Sun Jun 17, 2012 5:54 pm

Can anyone try adding new actor values? It seems broken for me :(

It doesn't sound like you can - according to the http://www.creationkit.com/Actor_Value, there are a bunch of undefined actor values that sort of fill that role, but you have to be careful using them because a lot of existing stuff already relies on them.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sun Jun 17, 2012 1:09 pm

I was trying to create an Unlock spell, as there is an Open effect already coded, but I must be doing something wrong. I can get the spell to appear in my inventory and be equippable, but when I try to cast it nothing happens. I assigned animations and stuff to it, and the spell does have a model "in the hands", but I can't actually cast it.

I've tried using both Aimed and Target Actor. Wonder if it's the effect itself that's broken. Do not relish having to learn the scripting language just to make a set of unlock spells.
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am


Return to V - Skyrim