Cast, but without the animations

Post » Fri Feb 18, 2011 11:41 pm

I'm trying to write a mod which involves an area of effect spell being cast upon the player, but with no one seen to be casting it, ie. no casting animations. There will be an NPC present when this happens, if there is some way that their animations can be temporarily delayed, or I was thinking that maybe some invisible item could be dropped on the ground to cast the spell, if anyone knows of how to make one, if an appropriate item does not already exist. Or of course any other solutions would be greatly appreciated.

Thanks in advance,
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CxvIII
 
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Post » Fri Feb 18, 2011 11:05 pm

You can cast spells from activators. That will be completely invisible and can be cast on the player.
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Carys
 
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Post » Sat Feb 19, 2011 10:10 am

Perfect, theres even a page on it on http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator. Although in my case, the event isn't occuring at a specific location, so I won't be able to place the item in game world in the cs. Presumably this will still work if I just drop the item in game & then remove it when done, each time.

Anyways, much appreciated.
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Nikki Lawrence
 
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Post » Fri Feb 18, 2011 6:55 pm

Perfect, theres even a page on it on http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator. Although in my case, the event isn't occuring at a specific location, so I won't be able to place the item in game world in the cs. Presumably this will still work if I just drop the item in game & then remove it when done, each time.

It's best to follow that wiki on how to create the activator... create a cell and put your activator in it as a persistent reference that you can then move to wherever you need it. This is better than creating/removing activators dynamically as that has more overheads and risks savegame bloat
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kat no x
 
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