A Couple More Things

Post » Thu Sep 05, 2013 6:44 pm

So, I'm fumbling around in the creation kit, and I have a couple of problems.

1) I have a spell that runs a script which disables the target and places four of an object in their place. Basically, a transmogrify spell in the vein of the wabbajack. It works great. ... except on guards. I cannot for the life of me figure out why it doesn't work on guards. It spawns the four objects, but doesn't delete the guard. The other function, checking to see if the NPC is essential, and if yes, not working and displaying a message also works fine. But guards, guards just don't like becoming cabbage. Any ideas why? There are no conditions on the effect itself.

Script:

Scriptname aExpCabbageTransScript extends ActiveMagicEffect import formimport utility POTION PROPERTY Cabbage AUTO MESSAGE PROPERTY aexpCantCabbageMSG AUTO EVENT onEffectStart(Actor akTarget, Actor akCaster) IF(akCaster == game.getPlayer()) IF(akTarget.isEssential()) aexpCantCabbageMSG.show()  ELSE akTarget.disable() akTarget.placeAtMe(cabbage)akTarget.placeAtMe(cabbage)akTarget.placeAtMe(cabbage)akTarget.placeAtMe(cabbage) ENDIF ENDIF ENDEVENT

2) How do I make a hit shader permanent? I tried reverse engineering the Ebony Mail, but all that got me was a shader which fades shortly after equipping the enchanted object.

Any ideas, guys? Thanks.

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Jade
 
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Post » Thu Sep 05, 2013 7:48 pm

Its probably because the guards have an enabled parent, that's why you cant disable them.
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Flesh Tunnel
 
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Post » Thu Sep 05, 2013 2:51 pm

Is there a way around that?

Thanks for the response.

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Matt Bee
 
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Post » Thu Sep 05, 2013 9:44 pm

Not totally permanent, but checking FXPersist on a magic effect, makes an effect show for the duration of the magic effect.

Otherwise, you try adding a visual ability to the target, which sole job is to apply the required visual effect to the target. Have a look at the abFamiliarVisuals magic effect, you could duplicate this and replace the Hit and Enchant shaders to your requirements.

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Natasha Callaghan
 
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Post » Fri Sep 06, 2013 6:08 am

Nope only to disable/enable their enable parent. Unless there's an skse function to remove the connection :shrug:

Are these guards going to be gone forever? If so you could Kill() them first, then try the disable.
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Ownie Zuliana
 
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Post » Thu Sep 05, 2013 6:22 pm

If you couldn't or didn't want to kill them, could you script a "moveto" to a holding cell and then toggle their AI to stop them moving.

I can't comment on whether this would cause other issues, i've not tried this with an Actor.

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CRuzIta LUVz grlz
 
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Post » Thu Sep 05, 2013 7:52 pm

...You guys fixed both of the issues. Wow, thanks for the quick responses. Now I have... more issues! That I'll try to work out, and if I fail, post them here at some point in the future. I WANT TO GET OFF MR TODD'S WILD RIDE.

But seriously, thanks so much.

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Jaki Birch
 
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