ScriptSpell that constantly dispells a specific spell.

Post » Sun Oct 26, 2014 4:05 pm

Can those be made? Can there be something... Similar to a RemoveSpell script, but instead of a typical RemoveSpell script removing a specific spell, it will CONSTANTLY be removing a specific spell if it's ever added? (The reason why has to do with interest in having more control over mods, without needing to edit vanilla stuff). Like say, using an AKSpell script thing, and then putting said desired properties there for it? Or is such a spell effect or script simply not possible? And I know how removespell scripts work for one time event stuff, but I'm looking for something more constant.

Could you make a script or ability that would make if a specific spell or ability were added it would be instantly removed no matter how many you used- and could it be like, constant effect on all the time? I'm not interested in removing entire keywords... Just very very specific spells.

There are many many reasons I want such a function (IE Workarounds for lack of paralysis resists, greater control of vampirism, being able to create immunities to only certain diseases, and generally the potential for more interesting effects than resistances immunities or absorbs, but I'm not sure if it's possible. it's not important rather this can work for NPCs, it's only important if it can work on the player really.

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Melanie Steinberg
 
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Post » Sun Oct 26, 2014 11:50 am

Sure, it's possible, but it's not a very good design decision. There are surely much more efficient ways to make a character immune to a particular disease or spell than constantly trying to remove it from their enemies (if I'm understanding you right).

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Peter lopez
 
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Post » Sun Oct 26, 2014 5:13 am

The reason why is because I can't think of any other way to make the player more resistant to paralyze effects, or to replace the default vampire effects with new ones without changing anything. A potion would have to be used to cause this in the first place, then another could cure it. And lastly, the effects this would constantly remove, could always be gotten back, just by drinking the other potion then getting vanilla vampirism, as it's feedings/vanilla quest will give you all those spells back... Infinite times if need be.

Now worse case scenario... I could simply, continue to use my 25% frost weakness to negate the frost resistance Volkihar vampires have in stage one, as OTHER than their frost resistance, the Champion Of The Night/Nightstalkers Footsteps abilities really honestly aren't too badly out of place on any vampire really, although I do ideally wish I could remove the effects entirely (only after drinking said potion), to make different types of vampires more unique... And also to make the Active Spell Effects menu less cluttered.

The only problem is, every time the player feeds... Those get re-added, so without some script that periodically removes those abilities I don't know how.

And it seems, like it would be much more simple, than certain other ways of doing it. And while I could be mistaken, I don't think it'd be a very resource demanding script, especially if the script went off say, every time the player fed, or every time there was a cell change or some other relatively frequent but not constant event.

Scriptname ALectraAllVampRemoveVolkiharBuffs extends ActorSpell property AbVampireSkills autoActor property playerRef AutoEvent OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)if (Game.GetPlayer().HasSpell(AbVampireSkills))GetPlayer.RemoveSpell(AbVampireSkills)EndIfEndEventActor Property GetPlayer  Auto

There's an incomplete version of said script, with just one spell for testing purposes. When I feed though, the script doesn't remove the vanilla spells Skyrim gives me from feeding, in spite of the script having a constant effect spell that's applied to the player.

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Travis
 
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