Spell sneak attack creator needs some help

Post » Tue Jun 19, 2012 11:05 pm

Hey guys, I made a mod recently that lets you sneak attack with spells and it's doing fairly well.
http://steamcommunity.com/sharedfiles/filedetails/?id=15730

I'm currently working on a way to dynamically allow all destuction projectile spells to sneak attack from any mod, etc.

I've got it completed, but with one problem.

The scripts that allow me to prompt "Sneak attack for 1.5x" is attached to the spells in Vanilla currently using the "On effect start" event and I have no idea how to make them trigger otherwise(And I don't want to add in 300 entries and bother every creator of new spell mods in the world).

I have a script that's mostly successful that runs off the player, but it will tell user its sneak attacked even if the spell doesnt land, which brings me to the question.....

Is there any way to check if a spell cast has hit an enemy WITHOUT using the active magic effect script?
I've tried attaching scripts to perks(which is where the sneak attack actually is triggered) but the creation kit is a little barren when it comes to what events can trigger from perks.

Any insight is deeply appreciated.
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Prisca Lacour
 
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Post » Wed Jun 20, 2012 10:50 am

Is it just not possible? :/
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barbara belmonte
 
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Post » Wed Jun 20, 2012 6:57 am

Sounds like you're using a script on the player that checks OnSpellCast?
The only way I've heard of accomplishing what you're trying without adding a script to every Magic Effect is http://www.gamesas.com/topic/1349649-dynamically-attaching-scripts-to-actors-near-the-player/page__p__20466685__hl__dynamically__fromsearch__1#entry20466685
You'd need to set your aliases up with an OnHit() event that checks for spells.
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Ludivine Dupuy
 
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Post » Tue Jun 19, 2012 9:04 pm

Thank you so much scottydont! I'll try it out :D
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Tanika O'Connell
 
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Post » Wed Jun 20, 2012 6:10 am

Hey guys, I just followed cscottydont's link and I've got it working but it doesn't work on some notable npc's like Balgruuf the greater and the unique npc's in dragonsreach. Any of you know why this is/how to fix it?
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chloe hampson
 
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Post » Wed Jun 20, 2012 6:45 am

Okay, so in the above link the guy says to make the AliasQuest "Start game enabled" and this allegedly allows all refrences to be "Allow reserve". Even though the Creation kit wiki says this many times, this turns out to not be the case. As soon as I turned off "Start game enabled" and manually checked "Allow reserve" they all started working. Just an FYI
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