Can you make new magic effects?

Post » Fri May 04, 2012 2:28 am

I haven't been able to figure out how to create new magic effects, and I don't even know if it's possible, really. I don't mean new spells by the way, but the effects that make up a spell. For example, I want to create a spell that summons a creature that isn't part of a default summon spell.

Is there a way to do that?
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Robyn Lena
 
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Post » Fri May 04, 2012 7:52 am

You can't add new spell effects in the sense that you're asking, however, you can use scripting methods to create custom spell effects (such as like this:http://www.youtube.com/watch?v=Be3Yj9A3kuk&feature=youtu.be). There are probably some existing mods that have scripted spells for summoning new creatures, but I don't know them off hand.

Let me take a look and see if I can find any examples for you, I'll edit this post or repost later if I do.
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Alister Scott
 
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Post » Fri May 04, 2012 1:38 am

Well, this may seem rather stupid, but I found http://www.gamesas.com/topic/1209256-making-scripted-spells/page__p__18081152__hl__summon%20script__fromsearch__1#entry18081152 on how to do this, but they say to use a Start Script, and that you find a start script option under gameplay... but I don't have that option. None of the (many many many) tutorials I read ever mentioned this in any way, so I don't know what it is (Unless I just missed it of course... which is certainly possible.) Could someone explain it to me?

Tribunal required for this IIRC
Edit: Oh crap, well... this is why.
That svcks.... Can I get the same effect in vanilla Morrowind?
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Harry-James Payne
 
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Post » Fri May 04, 2012 2:22 am

That svcks.... Can I get the same affect in vanilla Morrowind?

To have these effects start and maintain through run-time you'll need the expansions. There is no other way for this to occur without a constant global script, unless http://sourceforge.net/projects/mwse/ has this feature or http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=52.
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Katey Meyer
 
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Post » Fri May 04, 2012 8:59 am

Too bad. =/

Well, while I have the thread open, I might as well ask another question. If I want to make a spell that does not use any magicka, how can I adjust the price that NPCs sell it for? It seems to be based on how much Magicka it takes to cast.
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Loane
 
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Post » Thu May 03, 2012 10:12 pm

unless http://sourceforge.net/projects/mwse/ has this feature or http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=52.

I know MGE requires all 3 master fiels to run, is it not the same for these?

Too bad. =/

Well, while I have the thread open, I might as well ask another question. If I want to make a spell that does not use any magicka, how can I adjust the price that NPCs sell it for? It seems to be based on how much Magicka it takes to cast.

Unfortunately yes, cost of the magic is base on it's cost to cast it. One of the solutions could be to make an item with enchantment set to "on cast", that way no magicka would be needed and you could set the price of an item as you wish. But having to use a body slot for it, and having to recharge the thing migth be rather inconvenient.

The best solution would be, of course, to make a spell as you wish it, with effects you want and no cost, and to sell it via dialogue, providing you have the skills to make the dialogue choices needed. But that's only viable if we're talking abotu a unique and important spell, if you wish to edit all/many spells this will be a tedious job.
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El Khatiri
 
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Post » Fri May 04, 2012 10:18 am

another way is sell a scroll, but script it to add the spell to the player's list on use

Begin AddNewSpellIf (OnActivate == 1)	  Player->addspell  "NewSpell"	  ActivateEndIfEnd

It is how I am working on adding a spellbook to the game full of spells and descriptions of the spells
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Jade Payton
 
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