Jump to content

A simple GECK question


AxlDave

Recommended Posts

In the GECK, under Game Effects --> Actor Effect, when creating a new effect you must specify the "type" of effect.

 

All I need to know is, what is the difference between "Actor effect" and "Ability"? If I choose the wrong one, will the result be disastrous and/or game breaking?

Link to comment
Share on other sites

That is a really good question, and I don't know that I can answer it properly even though I have made plenty of both. I'm not certain that it matters which you choose as they both require Base Effects to work. But it seems that abilities are defined to be used in the actor effects tab on creatures and NPCs while Actor Effects are more like spells cast by items, like weapons, for their critical effect or in script that cast spell-like effects. An example is the Shiskabab's critical effect which is the FlamerCtiticalEffect Actor Effect.

 

I found an obscure reference in the wiki to ability as something that you want to effect the actor, but that you don't want him "casting".

 

Sorry, but that is the best I can do...

Link to comment
Share on other sites

Yes. That is how I perceive it as well. Though in practice, I'm pretty sure either will work and produce similar effects. For example, if you try to add a new entry to an actor on their actor effect tab, you will get a list of both actor effects and abilities to choose from.

Link to comment
Share on other sites

Some examples that I've used (but not necessarily the only way to use them):
Abilities (continual passive effect) for stat buffs work well in perks.
Actor Effect - timed (or even just one frame) self or touch spells applied to player or NPCs, usually with the scripteffect is the way I use it.
But I think I've also used actorREF.addspell from a script for abilities.. So yep, it's a bit fuzzy to me too

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...