Rune glyph getting "stuck"

Post » Tue Jun 19, 2012 1:17 am

I'm attempting to give the Rune spells the respective elemental perks such as Disentegrate for Lightning Rune, and so on.

So I duplicated the Disintigrate magic effect, change it to Target Location under Delivery to make it work with Rune spells, and then apply said effect to the Spell record for Shock Rune. Also change the Projectile type of my new Disintegrate effect to RuneLightningProjectile so that it works exactly the same as the Rune. All other aspects of the Disintegrate effecthave been matched to the original Rune effect (checkboxes and keywords).

Everything works as planned, low-health enemies get disintegrated just like they would with other shock spells now and the Rune still functions as normal, sits inactive on the ground until hit by another spell or an enemy touches it (before I changed the projectile type the rune would just go off immedietly).

WIth one annoying detail. The Rune decal now gets "stuck" on certain surfaces and will not go away, not after triggering the rune nor casting a new rune. Its only the visual effect of the Rune that stays in place, the "leftover" isn't a functional Rune that explodes when hit or an enemy gets near. It disappears correctly on floors and certain walls, but on other surfaces (namely the pillars of the nord crypt where I'm testing) the decal becomes permanent. I can "paint" the entire pillar with lines of rune markings from repeated castings.

So I figured somehow the extra rune decal thats being applied by the new Disintegrate effect is getting stuck. Went in and duplicated the RuneLightningProjectile entry, left the explosion data the same but removed the Art File and set the decal to none. Set the Disintegrate effect to use that entry instead, which should theorhetically make an exploding rune surface without a decal.

And that somehow made it worse. With that change in effect, the Rune pattern now sticks to every surface every time. Now its not just the pillars, I can paint the entire room with Rune decals.

So I guess that means its the original Rune decal that is getting stuck. But why? I didn't change anything about the original magic effect and the only change I applied to the spell was to add a second effect, didn't change any values of the original. Did I mess up some passive script that "cleans" the Runes?

I repeated the entire process with Deep Freeze and the Frost Rune with the exact same resaults, so I know its not just because Disintegrate has an extra script attached to it (that leaves an ash pile), because Deep Freeze has no script at all.

If anyone has a clue how Runes work and why the decal is getting stuck, I'd appreciate the feedback. As it is, I've tried everything I can think of with no resaults.

On a side note thats possibly related to this issue, if anyone knows what limits Runes to 1-at-a-time and where tha value is found, that would be helpful too. I'm considering adding another perk (or maybe modifying the current Rune-related perk) so that you can have 2 or 3 runes active at a time.
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Lloyd Muldowney
 
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Post » Mon Jun 18, 2012 7:52 pm

Starting to think I shouldn't have picked spells as my first effort into modding. Seems not a whole lot of people have really delved into the specifics of spells.
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Eddie Howe
 
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Post » Mon Jun 18, 2012 11:01 pm

Is it wierd that this issue makes me wish the rune was a physical object so I could grab it, shake it and scream "Why are you sticking!!!!".
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Louise Dennis
 
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Post » Tue Jun 19, 2012 6:28 am

Gonna bring this up one more time and then I'll just let it die.
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Enny Labinjo
 
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Post » Mon Jun 18, 2012 7:59 pm

In case someone searches and finds this issue and has a similar issue, I figured out how to fix the problem. I just needed to remove the projectile entry from the additional perk effect.

I thought surely the projectile was needed in order to apply the explosion / delay to the effect, but I guess projectile type must be inheritted by all effects shared by a spell or something, because removing the projectile entry from the perk still let the perk work exactly how it should, as part of the rune. And I guess having the second projectile attached was somehow causing the rune graphic to get stuck, don't ask me how, but there it is.

With no projectile entry in the Disintegrate ect. perk effect the perk applies correctly to the Rune and the rune itself doesn't get stuck or anything.
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Solène We
 
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Post » Tue Jun 19, 2012 4:07 am

just saying, maybe i didn't understand very well:
in the RuneFFlocation (mgef) have you enabled the "no recasting" check? I was having the some problem yerstarday... maybe it was a similar issue.
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Josephine Gowing
 
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