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how to make a sword that casts light on the player when drawn?


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Add a script to the sword and let it play a spell, Lesser power or ability with light so there are 2 ways to do it and I cant say which one that works best really and I do not know if it is possible to make it light all time outside the timer either but some testing is required for sure. The proper event should be OnEquip.

 

To play a magic effect, we Use PlayMagicEffectVisuals or short PME and the effect is LGHT for Light and maybe copy it and make a new one and check FX Persist maybe? I hope someone could clarrify what FX Persist means.... ;)

We ca also stop the effect when we unequip the item.

scn LightSwordScript01

Begin OnEquip
	PME LGHT
end

Begin OnUnequip
	SME LGHT
end

But the backside of this is that we have no control over the area that the light shine on so a spell might be best to use and if you do not know how to make one, we get back to that later.

 

Hmmmm... Maybe it is not that easy as I first thought... I was thinking about Cast but who cast what at what? If we read the comments, it is not many types of objects that we can cast spells at, not weapons for sure as I tried that but container's, NPC's and activators. PlayMagicShaderVisuals might be the right way to go. I used it 15 years ago at a book of flame and let it burn. I am not sure how to make one with light though as I cant find a proper one but maybe the SE11c2aTorchShader will do?? I am not sure it will light up stuff though...

 

I do use a Light spell in game and I made one that lasts 10 min but as I restarted the game, I use one spell that is made in game that lasts 2 min, to train Illusion so when that skill is 100, I start to use the 10 min spell again.

 

Play visual shadings is most likely best with fire or frost effects at swords I guess as light it self is not very visual.

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That thought did cross my mind but it do feel like going to the other side of the river to get water but in the other hand, if Illusion is 100 and you do not need to train it and do not want to cast a light spell manually, it is a nice option for sure.

 

I do think this might work after that spell or rather ability is created:

scn LightSwordScript02

Begin OnEquip
	cast LightAbilitySPL Player
end

Begin OnUnequip
	Player.Dispel LightAbilitySPL 
end


Edited by Pellape
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That thought did cross my mind but it do feel like going to the other side of the river to get water but in the other hand, if Illusion is 100 and you do not need to train it and do not want to cast a light spell manually, it is a nice option for sure.

 

I do think this might work after that spell or rather ability is created:

scn LightSwordScript02

Begin OnEquip
	cast LightAbilitySPL Player
end

Begin OnUnequip
	Player.Dispel LightAbilitySPL 
end

For your info OP LightAbilitySPL represents the editor ID of the spell and you can give yours the ID you want.

 

To keep your game stable always start your editor ID's with a letter.

To minimize the risk of conflicts make sure your editor ID's are unlikely to appear in other mods, give them a combination of your nickname with a short description plus the mod's acronym and you'll be fine.

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I do wonder what the MorroOblivion team was thinking about as almost all their ID's starts with 0 and when I edit them for the books, creating scenarios for some screenshots, CSE complains about it. :D

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I do wonder what the MorroOblivion team was thinking about as almost all their ID's starts with 0 and when I edit them for the books, creating scenarios for some screenshots, CSE complains about it. :D

You can edit thousands of editor ID's in a few minutes with TES4Edit -> Apply script. When you made them all start with a letter, close, reopen TES4Edit then Check for errors, fix them and you'll be fine.

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I have it deactivated mostly because when I had done every quest in it, I felt I had no reason to let it take up space in my save file. So when I take my screenshots, I just reactivate it and coc to the spot where I want to take screenies and uncheck it again when I am done.

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I'm planning to play Morroblivion, I fixed the shitty editor ID's using TES4EDit and I have the serious feeling I'm going to spend a hell of a long time fixing the scripts and the scripted results of the dialogues accordingly.

Edited by Oblivionaddicted
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