Custom Enchanted Weapons

Post » Fri May 27, 2011 12:20 pm

I tried creating a custom enchanted weapon with it to look primary like a fire based weapon and added frost dam 10 points and fire damage 10 points (in that order) after reading that last listed effect will actually be first to take effect, however blade looks like a complete frost enchanted weapon. How can i have these both elemental effects but sword to look like a fire based weapon and also for fire damage to take place first?
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Jarrett Willis
 
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Post » Fri May 27, 2011 2:06 pm

I tried creating a custom enchanted weapon with it to look primary like a fire based weapon and added frost dam 10 points and fire damage 10 points (in that order) after reading that last listed effect will actually be first to take effect, however blade looks like a complete frost enchanted weapon. How can i have these both elemental effects but sword to look like a fire based weapon and also for fire damage to take place first?


I think you must increase the fire damage a bit more( like 1 pt) than the frost damage or decrease the frost damage, that should do it.
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Adrian Morales
 
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Post » Fri May 27, 2011 4:15 am

Wherever it says that the last listed effect takes precedence, it's wrong.

For the animation and the shader used, the most expensive enchantment (in terms of enchantment points necessary) is the one that's used, and if the enchantment point costs are the same, then the first one listed is the one used.

Shock costs a fair amount more than anything else. Fire costs more than Frost. Up to about 12 points or so of damage though (I don't remember exactly where it changes), it's not enough to make any difference, so whichever effect is listed first is the animation and shader the game will use. Beyond that point, shock costs enough more that, if the damage amounts are the same, no matter what the order, that's the shader and animation that'll be used. If the enchantment is just fire and frost and the damage amounts are the same, then fire is the one that will be used, again no matter what the order. Again-- that's only when the damage amounts are high enough that there's a difference in enchantment cost. If the enchantment costs for each of the effects are the same, then the game will use the first listed effect for the animation and shader.

When you go to enchant the item, it'll tell you how many enchantment points each effect costs. Just make sure that the one that you want the shader and animation from requires the most points, or (usually) that they're all the same and it's listed first, and that's the shader and animation you'll get.

Note-- that "usually" is in there because the game truncates values when it displays them-- it uses decimals internally, but just lops them off when it shows you the values. So it might say that your fire enchantment is 17 points and your frost enchantment is 17 points, but inside the game, it might actually be 17.1 points for fire and 17.8 points for frost, so you'll end up with the frost animation and shader anyway.

The safest thing to do is just to save the game at the enchantment altar, do the enchantment, then equip the weapon and see which shader you got. If it's the wrong one, do it again with different values and/or a different order.

For yours, with 10 points each of just fire and frost, whichever you list first should be the shader and animation you'll get.
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 5:28 am

Wherever it says that the last listed effect takes precedence, it's wrong.

For the animation and the shader used, the most expensive enchantment (in terms of enchantment points necessary) is the one that's used, and if the enchantment point costs are the same, then the first one listed is the one used.

Shock costs a fair amount more than anything else. Fire costs more than Frost. Up to about 12 points or so of damage though (I don't remember exactly where it changes), it's not enough to make any difference, so whichever effect is listed first is the animation and shader the game will use. Beyond that point, shock costs enough more that, if the damage amounts are the same, no matter what the order, that's the shader and animation that'll be used. If the enchantment is just fire and frost and the damage amounts are the same, then fire is the one that will be used, again no matter what the order. Again-- that's only when the damage amounts are high enough that there's a difference in enchantment cost. If the enchantment costs for each of the effects are the same, then the game will use the first listed effect for the animation and shader.

When you go to enchant the item, it'll tell you how many enchantment points each effect costs. Just make sure that the one that you want the shader and animation from requires the most points, or (usually) that they're all the same and it's listed first, and that's the shader and animation you'll get.

Note-- that "usually" is in there because the game truncates values when it displays them-- it uses decimals internally, but just lops them off when it shows you the values. So it might say that your fire enchantment is 17 points and your frost enchantment is 17 points, but inside the game, it might actually be 17.1 points for fire and 17.8 points for frost, so you'll end up with the frost animation and shader anyway.

The safest thing to do is just to save the game at the enchantment altar, do the enchantment, then equip the weapon and see which shader you got. If it's the wrong one, do it again with different values and/or a different order.

For yours, with 10 points each of just fire and frost, whichever you list first should be the shader and animation you'll get.



Thanks for the answer and actually understanding my question in first place
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Steven Nicholson
 
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Post » Fri May 27, 2011 8:42 am

Thanks for the answer and actually understanding my question in first place

This the same with regular spells? Ive been trying to use the turndead animation for a spell but causes fire damage, I just want to use the look of the 'bolt' of the turn undead, also will it show the victim on fire? .
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Lillian Cawfield
 
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Post » Fri May 27, 2011 5:26 am

This the same with regular spells? Ive been trying to use the turndead animation for a spell but causes fire damage, I just want to use the look of the 'bolt' of the turn undead, also will it show the victim on fire? .

Yes, it's the same for spells. Whichever effect has the highest cast cost, that's the shader and animation the game will use. If they have the same cast cost, then it'll use the one that's listed first. And it uses all of the visuals for whichever effect that is, so you can't get, for instance, the Turn Undead animation with the Fire shader. If Turn Undead has the highest cast cost (or, with the same cast cost, is listed first), then you get that animation and that shader.
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Niisha
 
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Post » Fri May 27, 2011 8:49 am

Yes, it's the same for spells. Whichever effect has the highest cast cost, that's the shader and animation the game will use. If they have the same cast cost, then it'll use the one that's listed first. And it uses all of the visuals for whichever effect that is, so you can't get, for instance, the Turn Undead animation with the Fire shader. If Turn Undead has the highest cast cost (or, with the same cast cost, is listed first), then you get that animation and that shader.

ok thanks. Could i add fire to burn for a few secs to balance that and still have the victim on fire? Say I were to add 1 sec of fire damage to a 'high cost turn undead effect' with a ,lower cost fire damage effect'. That way i can have the bolt look how I want but also cause the svcker to burn abit.
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Talitha Kukk
 
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Post » Fri May 27, 2011 11:57 am

ok thanks. Could i add fire to burn for a few secs to balance that and still have the victim on fire? Say I were to add 1 sec of fire damage to a 'high cost turn undead effect' with a ,lower cost fire damage effect'. That way i can have the bolt look how I want but also cause the svcker to burn abit.

I'm really not sure.....

In the first place, fire damage has a higher base cast cost than turn undead, so unless your destruction skill is quite a bit higher than your conjuration skill, it'll be tough to do a spell with a longer duration of fire damage in which turn undead will still be the more expensive effect. It might be possible though. If so, I have no idea if, once the turn undead effect runs out, it'll switch to the fire damage animation and shader for the remainder of its duration.

I could only put a spell like that together and try it out and see......

I might just do that though-- I've got one character who was a destruction specialist, and I'm pretty sure his destruction skill is quite a bit higher than his conjuration.

Hmm......


*Edit* Nope-- I couldn't get it to work. I set up a spell with a 5 second duration of turn undead and 10 seconds of fire damage (I had to give the turn undead an area of effect in order to get the cast cost higher than the fire damage, which was just on-target). It used the Turn Undead animation and its shader until the effect ran out, then no shader at all for the rest of the duration, even though the fire damage was running.

Ah well.....
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Vickytoria Vasquez
 
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Post » Fri May 27, 2011 5:57 am

I'm really not sure.....

In the first place, fire damage has a higher base cast cost than turn undead, so unless your destruction skill is quite a bit higher than your conjuration skill, it'll be tough to do a spell with a longer duration of fire damage in which turn undead will still be the more expensive effect. It might be possible though. If so, I have no idea if, once the turn undead effect runs out, it'll switch to the fire damage animation and shader for the remainder of its duration.

I could only put a spell like that together and try it out and see......

I might just do that though-- I've got one character who was a destruction specialist, and I'm pretty sure his destruction skill is quite a bit higher than his conjuration.

Hmm......


*Edit* Nope-- I couldn't get it to work. I set up a spell with a 5 second duration of turn undead and 10 seconds of fire damage (I had to give the turn undead an area of effect in order to get the cast cost higher than the fire damage, which was just on-target). It used the Turn Undead animation and its shader until the effect ran out, then no shader at all for the rest of the duration, even though the fire damage was running.

Ah well.....

Oh-well thanks for the info Gpstr. Least I can still use the turnundead animation could just add a small light effect instead. Also thanks for the helpful tips on novice spells.
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Claire
 
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