Effect archetype "Slow Time"

Post » Sun Jun 24, 2012 12:26 pm

Hi,

I try to work with this archetyp to implement a time slowing sneak ability. Here is what I want: Everytime the player sneaks, the time should slow, but when he leave the sneak mode, the time should go back to normal. I use a perk, which activate this ability. As perk entry, I choose "Applying Sneaking Spell" which point on a spell, which slows the time. In addition, I put a condition in this spell, which is only true, if the player is sneaking (perhaps it is redundant, because the spell should only be applied when sneaking).

Okay, but something doesn't work. If I enter the sneak mode, the time slows down and the standard visual effects of this (blue-white color filter etc.) are visible. So far so good - but... if I leave the sneak mode, the time remains slowed, although the color of the screen go back to normal and also do disappear all other visual effects of the spell. All visual and sound effects says: The spell is over! But the slow down effect however sticks.
On the other hand: If I slow the time with a spell or the shout, then the time slow disappears, when the duration of the spell/shout ends. Why it doesn't do that, if I stop sneaking?

Perhaps there is even a easier way to script that. Can a script force the however active "Slow Time"-effect to stop, if I'm leaving the sneak mode?

Thanks!
JDB
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ANaIs GRelot
 
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Post » Sun Jun 24, 2012 8:10 am

What's the duration on the spell you made? 0/Constant Effect or a set time/fire and forget?
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MARLON JOHNSON
 
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Post » Sun Jun 24, 2012 5:12 pm

Hi,

"Fire and Forget", but the "Slow Time"-Effect takes place, even if I put the duration to 0 (just tried it with 0, normally I use 1).

Edit:
I made some screenshots:
http://imageshack.us/photo/my-images/440/72180639.jpg/
http://imageshack.us/photo/my-images/818/18465935.jpg/
http://imageshack.us/photo/my-images/801/68955240.jpg/

Greetings
JDB
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Angel Torres
 
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Post » Sun Jun 24, 2012 12:26 pm

Try doing it as a constant effect, I believe those check constantly to see if your requirements are still there.
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Micah Judaeah
 
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Post » Sun Jun 24, 2012 5:00 pm

Hi,

I tried it and the same here: The effect seems to end (measured by the audio and visual signs), if I stop sneaking, but the slowed time remains. Also I figured out, that there can be only one Applied Sneaking Spell by the time (my new one interfered with the ShadowWarrior perk, but this I can handle with some additional conditions).

The problem seem to be, that the "Slow Time"-Archetype doesn't recover the normal time value, when the effect is interrupted (and not just passing out because of an ending duration). Is there a possibility to force it to end? Perhaps with a script attached to the magic effect?
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Yama Pi
 
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Post » Sun Jun 24, 2012 4:19 am

Hi,

I tried it and the same here: The effect seems to end (measured by the audio and visual signs), if I stop sneaking, but the slowed time remains. Also I figured out, that there can be only one Applied Sneaking Spell by the time (my new one interfered with the ShadowWarrior perk, but this I can handle with some additional conditions).

The problem seem to be, that the "Slow Time"-Archetype doesn't recover the normal time value, when the effect is interrupted (and not just passing out because of an ending duration). Is there a possibility to force it to end? Perhaps with a script attached to the magic effect?

Yes.

What I would do:
- In the effect window, create a new keyword for your Slow Time spell, Jubeldibub_SlowTimeSneak, and check 'dispel effects with this tag'.
- Create a new spell with no effects and the same keyword, same checkmark. Give it a requirement that it can only cast when the Target is not sneaking.
- Append a script to the Slow Time effect that goes like this:

spell property NullSlowTime autoactor SneakyGirlEvent OnEffectStart (actor akTarget, actor akCaster)SneakyGirl = akCasterregisterforupdate(2)EndEventEvent OnUpdate()NullSlowTime.cast(SneakyGirl)EndEvent

Every two seconds, it attempts to fire this spell - if you meet the conditions of not sneaking, the spell works, cancelling the slow time.

You can adjust that update speed.

If this does not work, then change NullSlowTime to be of the Slow Time archetype with a magnitude of 1.00. If THAT does not work, make it a magnitude that's the reciprocal fraction of your original effect. If THOSE BOTH don't work, come back here, we'll figure something out. I got an hour and fifteen to kill before my mod's new video finishes encoding.
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LADONA
 
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Post » Sun Jun 24, 2012 3:27 pm

Hi,

at first: Thanks a lot for your effort.

I got a similar idea yesterday (to dispel the effect with another spell), but only tried it with the option "Perk to apply" (over an additional perk, I fired a second spell after the first one). My idea doesn't work.
Yours seem to be better, thanks for the script. I tried it, with a constant and a fire and forget effect. But both goes wrong at some point: My SlowTime-Effect sets in, if I begin to sneak, then your script fires the new "dispel-spell" (I put in a debug notification so I'm pretty sure your script works), but the fired spell never sets in. Your script runs, but the effect of the dispel-spell doesn't come up (even if I clear all conditions of the dispel-spell, so the effect should set in immediately). I tried it otherwise: Put an effect on the dispel-spell, which has nothing to do with “slow time” (gives now a bonus on health) and attach a script at the dispel-spell (the script just gives me a notification, if the effect starts), but unfortunately, this bonus never will be given and my notification never shows up (again: Your script is activated, but the effect of the fired spell won't be applied). So perhaps your script doesn’t fire the spell correctly? As the property “NullSlowTime” I defined the dispel-spell. For me, a total idiot of scripting :cool:, your script looks fine.
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pinar
 
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Post » Sun Jun 24, 2012 2:00 pm

Did you try the other two options I mentioned?

Also, when your game gets stuck in Slow Time, go to the console and tell me what it reads out for the command 'show timescale.'
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Lewis Morel
 
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Post » Sun Jun 24, 2012 3:35 pm

Hi,

yep, sure I tried :wink: Like I said, I just think that the dispel-spell isn't triggered correctly, but that's only a guess.
With "show timescale" I get always the same value (before I activate the slow time ability, during it's activated and also after your script started): 20. Is there a command, which shows all active effects? On this way we can play safe, that the counter spell is really triggered from your script.


Edit: Tried something and now it works!!! :biggrin:
At first: It seem to be hardcoded, that never two "Slow Time" effects can work at the same time. So you can't readjust the time scale with a second "slow time" (which f.e. change the value 0.5 back to 1.0). The second spell automatically fails and so the counter spell (triggered with your script) never set in. I tried it with a spell (a real one, which you have to learn and cast): Once the "Slow Time"-Ability of my perk was activated, I can't cast my "Slow Time" spell.

Your script works fine, but the dispel-spell has to be a "Fire-and-Forget-Spell" not a "Constant-Effect-Ability" - An ability won't be fired, but a spell do. Before I declared my counter spell as an ability, so it didn't work. With a real "spell" everything is fine. I will test this a little more and report later. One more time: Thank you!
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Dark Mogul
 
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Post » Sun Jun 24, 2012 2:32 pm

Awesome! Glad I could help! -high-fives!-
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YO MAma
 
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