NutellaPhreak Posted April 26, 2015 Share Posted April 26, 2015 (edited) Hey, I'm working on a mod that adds a few new archery perks and one of my perks makes arrows slow their target by 50% for 5 seconds. I have copied the effects from frost spells so I don't know why it's not working. In game I've been testing it on guards and spiders and neither enemy seems to be slowed down, the freeze FX applies though. I have set the speedmult to 50 because 0.5 didn't work at first and the frost spells use 50 as their speedmult. I read somewhere that frost damage was broken in Skyrim because it doesn't apply until the targets weight is recalculated, but the unofficial patch claims to have fixed this. If anyone knows why my frost arrow perk isn't working, please let me know.Thanks. ***EDIT***Solved, thanks again DDProductions Edited May 1, 2015 by NutellaPhreak Link to comment Share on other sites More sharing options...
Sdesser Posted April 26, 2015 Share Posted April 26, 2015 Make sure you're not copying the damage component of the spell aka. the Magic "Effect" for health loss, but the actual slow effect, which has the "Assoc. Item 1" set to SpeedMult in the magic effects.Also make sure the "Effect Archetype" is set to "Peak Value Modifier". Maybe this is easier:http://imgur.com/bU2cGGB *Edit: Shameless plug Link to comment Share on other sites More sharing options...
NutellaPhreak Posted April 28, 2015 Author Share Posted April 28, 2015 Yeah that's exactly how mine is. I've decided to give arrows a freeze effect instead of a slow effect. Thanks anyway though. Link to comment Share on other sites More sharing options...
lofgren Posted April 28, 2015 Share Posted April 28, 2015 The unofficial patch probably fixed it for the magic effects attached to vanilla spells. You'll probably have to duplicate the fix yourself. Link to comment Share on other sites More sharing options...
Kerberus14 Posted April 28, 2015 Share Posted April 28, 2015 Slow effects do not work on anyone but yourself in Skyrim, stop trying to make them work, it's pointless, I tried for a whole week and didn't make it. Link to comment Share on other sites More sharing options...
BigBizkit Posted April 28, 2015 Share Posted April 28, 2015 I haven't tried it myself, but according to what I've read you need to make the target's weight being recalculated. Meaning, you need to give the effect a small script that adds an item (eg a dummy item, or a cabbage) and then removes it again instantly. Link to comment Share on other sites More sharing options...
tg08096 Posted April 28, 2015 Share Posted April 28, 2015 "Slow effects do not work on anyone but yourself in Skyrim, stop trying to make them work, it's pointless, I tried for a whole week and didn't make it." Pretty sure they do. I've made it work in a mod i'm working on. PM me if you don't believe me Link to comment Share on other sites More sharing options...
NutellaPhreak Posted April 29, 2015 Author Share Posted April 29, 2015 "Slow effects do not work on anyone but yourself in Skyrim, stop trying to make them work, it's pointless, I tried for a whole week and didn't make it." Pretty sure they do. I've made it work in a mod i'm working on. PM me if you don't believe meHow did you make slow effects work in your mod? Did you use the weight recalculation method like others have mentioned? Link to comment Share on other sites More sharing options...
DDProductions83 Posted April 29, 2015 Share Posted April 29, 2015 ErrrrrrWhy dont you just add a script effect with onmagiceffectapplyaktarget.modav(speedmult "-30")utility.wait(5.0)blahblah set it back Not the right context but I dont want to bring up the ck wiki atm but I know 100% you can mod speedmult via script for everything which means it IS 100% possible on a magic effect. I have done it plenty of times. Link to comment Share on other sites More sharing options...
DDProductions83 Posted April 29, 2015 Share Posted April 29, 2015 Note you can even do a quick getvalue thingy make it a float then times it by 30% to make it a across the board vlaue modifier, and at the end of the time you have a float with the initial variable and set it back to standard You would need checks in the script to offset multiple shots etc, if you actually need full help with the script send me a PM cause I will likely forget and I can work out something in a few hours, 50-1 odds since I have to test it I will make some weapon use the effect in DW :P And you can also go more complicated and slow everything, their attacks movement any actor value Link to comment Share on other sites More sharing options...
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