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[LE] Disarm Spell


UltimateGaymer

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Hello all,

 

I'm trying to create a spell that does damage and also has a 30% chance to disarm in a cone in front of the player, however I'm having great difficulty in getting the Disarm effect to apply at all. I scrapped the damage/chance component and just tried to make a simple spell that disarms the target, but nothing happens, the npc doesn't even register the hit. The magic effect is set up as Fire & Forget, Aimed, is flagged as Hostile...what am I missing here?

 

Edit: Okay something weird is going on here. I tested the vanilla disarm shout (All 3 words) on enemies it should have been able to effect, and...nothing. Disarming in general just seems to not work in my game? I was loading it up with no mods other than my plugin adding the spell installed.

 

Edit 2, the Squeakuel: Well, after more testing, I've no learned quite a bit about how Disarm works. There wasn't anything wrong with my spell- rather, Disarm effect only seems to work on enemies that are:

 

-In the middle of a power attack animation

-Not flagged as 'Unique' - guards, bandits, draugr etc can be disarmed, but most npcs with an actual name cannot.

 

Rather frustrating that I didn't find the above documented on any of the wiki pages.

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You can make a custom scripted effect to make a disarm spell instead. Change the magic effect archetype to Script, and attach a script something like this to it:

 

Scriptname MyMagicEffectScript extends ActiveMagicEffect 


Event OnEffectStart(Actor akTarget, Actor akCaster) 
    Weapon RightWeapon = akTarget.GetEquippedWeapon()
    Weapon LeftWeapon = akTarget.GetEquippedWeapon(True)
    
    If RightWeapon != None 
        akTarget.UnequipItem(RightWeapon)
        akTarget.DropObject(RightWeapon, 1)
    Endif 
    
    If LeftWeapon != None
        akTarget.UnequipItem(LeftWeapon)
        akTarget.DropObject(LeftWeapon, 1)
    Endif
EndEvent

Change this script name to something more unique for your mod.

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