dylbill Posted June 3, 2021 Share Posted June 3, 2021 @Maxaturo, it doesn't fire non stop if you use conditions correctly. For adding abilities, in the cloaks assoc item 1 spell, put the condition HasSpell OnDeathAbility == 0. Then it only fires one time, adds the spell, then ignores the NPC. Not that I'm opposed to using the Story Manager, just giving more options. Using Spell Perk Item distributor would be better to add the abilities to NPC's. Link to comment Share on other sites More sharing options...
maxarturo Posted June 3, 2021 Share Posted June 3, 2021 Hey Iroh. First of all, i'm not saying that my way it's better than yours or anything like that, i'm just providing some extra data that you will not find out there. A cloak spell works exactly like having a trigger box around the player, and while you can make the "assoc item" fire only once, the cloak itself will check / fire the "assoc item" every (i think) milisecond, either if it will or it will not fire again. This is the part that will always remain active because this is how the cloak system works. Link to comment Share on other sites More sharing options...
dylbill Posted June 5, 2021 Share Posted June 5, 2021 Hey @Maxaturo, I was actually curious about that, so I did some testing. With my NPC Death Alert's mod, I duplicated the cloak spell 200 hundred times, put them all in a formlist and added them to the player with script. I tested in whiterun, didn't get CTD or even notice an FPS drop. I ran around, was talking to NPC's, doing normal skyrim stuff. I didn't notice any problems. I then tried to ramp it up by spawning in 50 bandits via console. Still didn't notice any issues, or even FPS drop, and I fought all of them with god mode on until they were dead. I did check via console to make sure that the player had all the cloak spells, and the death alert was still working when bandits would kill citizens. Anyways having 200 cloak effects on the player where their assoc spell was inactive on NPC's didn't seem to be a problem, but more testing would probably need to be done with this. Link to comment Share on other sites More sharing options...
maxarturo Posted June 5, 2021 Share Posted June 5, 2021 You can only have 1 cloak at any given time, all the others will be ignored except the last one that was added. But if you find something. please do share. Thank you in advance. Link to comment Share on other sites More sharing options...
dylbill Posted June 5, 2021 Share Posted June 5, 2021 Ok I did some further testing. In my previous test all the cloaks were from the same esp, and were using the same spell for the assoc item 1, so I thought this wouldn't be a true test. For my second test, I duplicated the esp 200 times, and checked them all in my load order, so each spell and magic effect would have a unique form. The cloak is added automatically when installing, so I had 200 cloaks from 200 separate esp's. In this case, I did notice stuttering. I spawned in 25 bandits and 25 guards to create a battle, and with the cloaks a lot of the NPC's would be frozen and I noticed FPS drop. Then unchecked all the duplicate esp's, did the same thing, 25 bandits and guards in the same place and didn't notice FPS drop or frozen NPC's. So, you're right, using story manager or Spell Perk Item Distributor is better for performance. You can only have 1 cloak at any given time, all the others will be ignored except the last one that was added. This does not seem to be the case. To test, I duplicated the magic effects and spells from my NPC Death Alert's mod (in 1 esp), added both cloaks to the player, then killed an NPC. I got the messagebox twice, meaning both cloaks were active and working. Link to comment Share on other sites More sharing options...
maxarturo Posted June 6, 2021 Share Posted June 6, 2021 (edited) Alright dylbill. I started writing but then i slowly zoomed out... i ate way too much and i need a siesta ASAP.... I'll come back to this later on... Edited June 6, 2021 by maxarturo Link to comment Share on other sites More sharing options...
maxarturo Posted June 6, 2021 Share Posted June 6, 2021 (edited) This is what you get from the collaborations of modders, filling in gaps!!!!. Most of my conclusions and testings were from 1 afternoon before 2+ years when i was trying to 'Fast Create' a "Cold Fire Cloak Spell" for 1 of my bosses, by 'Fast Create' i mean to not do everything from scratch like my "Dwarven X Energy Shield", which is time consuming and especially when you have more urgent and important for the mod things to create. I tried to merge the vanilla fire and frost cloak to end up with a merged VFX, but: since you can only play 1 'Effect Shader' at any given point on an actor, this would always cancel 1 of the cloaks and the VFXs couldn't be merged, so the "Fast Create" approach was a Bust!!!!.... I let it do it as soon as I finished the first release, but when i did so i was already too tired, so i left it for some other time... So as you can see, my full testings were incomplete... and so is the "Cold Fire Cloak Spell"!!.... As for the system performance: I noticed this when i was creating my X-Beyond Plus droid, 1 of the things that i was trying back then was to fuel its energy core with the soul of npcs, so 1 of my approaches were based on adding 'Ab Cloaks' for a bunch of her (back then) abilities to reduce her loooong combat script, and when i went to test her with all her 'Ab Cloaks'.... BAM !!!! Massive FPS drop, and that's not all... in some of my heavy cells + scenes.... BAM !!!!! Random Continuous CTDs !!!!. So the whole "Ab Cloak" approach was also a Bust !!!!!.... I hope all this work / conversation will help someone. Thanks for your time & have a nice week my friend. Edited June 6, 2021 by maxarturo Link to comment Share on other sites More sharing options...
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