Detect Life as an Alchemical effect won't work

Post » Wed Jun 20, 2012 10:01 pm

Hi there,

I'm trying to make it possible to make 'detect life' potions.

However, I can't get the effect to work.

Here's a screen of the effect. I've tried multiple configurations, but the effect won't work. It neither appears in the 'active effects' list, nor does the detect life FX appear on creatures/NPCs.

Any idea where I'm going wrong?

Here's the screen:
[img]http://img.photobucket.com/albums/v611/nedius/detectlife.jpg[/img]
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Thu Jun 21, 2012 2:17 am

Did you set the effect 'area' when you added it to the spell? I have noticed that sometimes, even when you do set this, the CK doesn't save the changes, so make sure you have an area set.
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Wed Jun 20, 2012 2:44 pm

Yes, it was saved, tested, found not to work, re-loaded, and what you can see is in the pic - the area is set at 100 - standard for the other spells.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Wed Jun 20, 2012 5:07 pm

I think for 'effect archetype' you want 'detect life' and not 'value modifier'

Also, you might want to try setting the 'assoc item1' to 'none' and not 'detectliferange' i haven't seen any existing detect life magic effects use that.
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Wed Jun 20, 2012 2:15 pm

The area under the 'spellmaking' section is NOT the area of the effect. I honestly have no idea what the spellmaking section does. You need to set the area when you assign the effect to the spell,
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Thu Jun 21, 2012 4:19 am

So where does that get set? In the 'magnitude' part of the alchemical effect in the ingredient?
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Wed Jun 20, 2012 4:26 pm

The area under the 'spellmaking' section is NOT the area of the effect. I honestly have no idea what the spellmaking section does. You need to set the area when you assign the effect to the spell,

Yes, it is. You cannot set area in the spell effects window. The spellmaking section is the right place to set the area of the MGEF.

Magnitude probably does nothing for a detect life effect.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Wed Jun 20, 2012 11:19 pm

Tried this several ways now.
  • With different Effect Archtypes:
  • as a Peak Value Modifier
  • As a Value Modifier
  • As Detect life
With and without magnitude, as 'identical' copies of the other Detect Life spells, as a modified version of Water Breathing. Insidentally, Water Walking won't work as an alchemical effect either.

I really don't know what to try next?
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Thu Jun 21, 2012 2:02 am

Yes, it is. You cannot set area in the spell effects window. The spellmaking section is the right place to set the area of the MGEF. Magnitude probably does nothing for a detect life effect.

Wrong. I've made multiple working area of effect spells and the spellmaking section of the MGEF is NOT where you define the Area of Effect. It is done when you add the effect to the spell, in the same window that the magnitude is set.
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Thu Jun 21, 2012 3:09 am

This isn't a spell, but an alchemical effect. Are they the same? They don't seem to work so when you make them in the CK and add them in game.
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm


Return to V - Skyrim