bomo99 Posted January 18, 2022 Share Posted January 18, 2022 i have always wanted to use the ghost effect in oblivion for something, so i wanted to give a spell the effect of looking like a ghost i have tried several ways to do it, while they do work at their start none keep the appearance after a quick 3rd person to 1st person. tried the spell giving the effect itself, after a quick 3rd person to 1st person, broke. i tried having the spell give an item that gives the effect when added, the effect happens at start but same as above Tried using a quest script which to its credit keeps flickering in and out after the switch, close to what i want but not quite there is their any mod reference already made that has the solution or is their a quick thing to put in the script to do this? Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 25, 2022 Share Posted January 25, 2022 Try using ScriptEffectStart to add the spell AbGhostNPC to the caster when the spell starts, and ScriptEffectFinish to remove it once the spell wears off. Link to comment Share on other sites More sharing options...
bomo99 Posted January 26, 2022 Author Share Posted January 26, 2022 (edited) Try using ScriptEffectStart to add the spell AbGhostNPC to the caster when the spell starts, and ScriptEffectFinish to remove it once the spell wears off.the script that it is using is this scn GhostEffectScript begin ScriptEffectStart saa 0.01 pms ghosteffect end begin ScriptEffectUpdate end begin ScriptEffectFinish end for the spell i was using was this scn AXMGhostSpellEffectScript begin ScriptEffectStart saa 0.01 pms ghosteffect end begin ScriptEffectUpdate end begin ScriptEffectFinish StopMagicShaderVisuals ghosteffect saa 1.0 end just added a few things at finish since this effect was only to last 30 secs here is what i put as the quest version ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart set AXMGhostQuest.Ghost to 1 End Begin ScriptEffectFinish set AXMGhostQuest.Ghost to 2 End that is the spell to activate it, here is what i put for the quest ScriptName AXMGhostQuestScript Short Ghost Begin Gamemode if Ghost == 1 Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect elseif Ghost == 2 Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect set Ghost to 0 endif End this as i said in my previous post is "flickering in and out after the switch" and for the item i did this ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart Player.AddItem AXMGhostToken 1 Player.EquipItem AXMGhostToken End Begin ScriptEffectFinish Player.UnequipItem AXMGhostToken Player.RemoveItem AXMGhostToken 1 Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect End this is the spell that gives the item that gives the said effect ScriptName AXMGhostItemScript Short Timer Short Ghost Begin OnAdd Set AXMGToggle to 1 Set Ghost to 1 End Begin Gamemode if (AXMGToggle == 1) && (Ghost == 1) Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect set Ghost to 2 End AXMGToggle is a global var to start/stop the script when needed, then i took what i saw in the other scripts and made this spell ScriptName AXMGhostSpellEffectScript Short Timer Short Ghost Begin ScriptEffectStart Set AXMGToggle to 1 Set Ghost to 1 End ;Begin Gamemode Begin ScriptEffectUpdate if (AXMGToggle == 1) && (Ghost == 1) Player.SetActorAlpha 0.01 Player.PlayMagicShaderVisuals GhostEffect Set Ghost to 2 set Timer to Timer + getsecondspassed endif if (Timer >= 2) && (Ghost == 2) Set Timer to 0 Set Ghost to 1 endif End Begin ScriptEffectFinish Player.SetActorAlpha 1.00 Player.StopMagicShaderVisuals GhostEffect Set AXMGToggle to 0 Set Ghost to 0 Set Timer to 0 End no changes still having the same issues, i tried adding a 2sec timer to reset the effect, but this did not work at all Edited January 26, 2022 by bomo99 Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 27, 2022 Share Posted January 27, 2022 I seem to recall that I tried something similar once but the visual effect broke if you changed the camera view. Try the method I suggested, adding the Ghost NPC ability to the caster. There must be a reason Bethesda chose to do it that way and not straight through scripts. Link to comment Share on other sites More sharing options...
bomo99 Posted January 27, 2022 Author Share Posted January 27, 2022 (edited) so i tried as you said here is what i used ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart Player.AddSpell AbGhostNPC end Begin ScriptEffectUpdate End Begin ScriptEffectFinish Player.RemoveSpell AbGhostNPC End since i want it to last 30 secs i want the effect to be removed, but when i tried this it broke but after the duration the effect became permanent even though the spell was removed do i need to have two scripts? one that activates immediately and another that removes it after 30 secs? Edited January 27, 2022 by bomo99 Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 28, 2022 Share Posted January 28, 2022 Well, s#*!. I do not think that two scripts would change anything. Do you remember how the Shambles creature from the Shivering Isles DC unleashed a frost explosion upon death? If you look at the script attached to it you'll see that it works like this: it places a bone at the Shambles, then uses that bone to cast an area-of-effect frost damage spell at the Shambles before disabling the bone. Maybe you could use something like that to cast two different spells at the player. Create two different script effect spells, one that adds the Ghost ability and a second spell that removes the Ghost ability. On ScriptEffectStart use something like the Shambles script to spawn an item that casts the first spell on the player. On ScriptEffectFinish, do the same but cast the second spell to remove the Ghost ability. If that doesn't work then I'm stumped. Link to comment Share on other sites More sharing options...
RomanR Posted January 29, 2022 Share Posted January 29, 2022 As I tried too, I came to a conclusion that this part of Oblivion is propably bugged. Problem is mainly if there is another spell or enchantment using membrane shader active or activated while intended spell is active - various shields, reflect damage etc. This break the ghost membrane effect and is often stays this way until the spell or enchantment responsible is switched off or removed. Link to comment Share on other sites More sharing options...
MasterAub Posted January 30, 2022 Share Posted January 30, 2022 Why don't you try to place the AbGhost Spell in the inventory of a given NPC/player and then to remove the spell from his/her inventory? Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 30, 2022 Share Posted January 30, 2022 I'm pretty sure he already tried that. so i tried as you said here is what i used ScriptName AXMGhostSpellEffectScript Begin ScriptEffectStart Player.AddSpell AbGhostNPC end Begin ScriptEffectUpdate End Begin ScriptEffectFinish Player.RemoveSpell AbGhostNPC End I think adding spell effects like that to the player is just impossible because they'll eventually break. Link to comment Share on other sites More sharing options...
bomo99 Posted January 31, 2022 Author Share Posted January 31, 2022 (edited) As I tried too, I came to a conclusion that this part of Oblivion is propably bugged. Problem is mainly if there is another spell or enchantment using membrane shader active or activated while intended spell is active - various shields, reflect damage etc. This break the ghost membrane effect and is often stays this way until the spell or enchantment responsible is switched off or removed. You are right, my spell gave the player Resist effects as well which caused the issue, once i removed them the spell worked perfectly. Why don't you try to place the AbGhost Spell in the inventory of a given NPC/player and then to remove the spell from his/her inventory?i tried this in different approaches; the spell itself, the spell giving an item which gives the spell, and through a quest My only question now is why did the quest part kinda work but the others didn't? Edited January 31, 2022 by bomo99 Link to comment Share on other sites More sharing options...
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