Jump to content

Spell modding question (SE)


ShiftyJ

Recommended Posts

Hi there,

 

I have a modding question about spell modding in Creation Kit (Skyrim SE).

 

I have two spells that each are from a different spell mod. One is a cloak type spell (destruction magic) and one is a blink teleportation spell. What I want is to limit the use of the teleportation spell only when the cloak spell is active. To be more precise, when the cloak spell is not active I want the teleportation spell to fail when trying to cast. What are ways to achieve this?

 

I already tried with keywords, but to no avail. Maybe I need to work with perks, but they have to be temporary in activation. I haven't tried scripting yet, as I have no experience with scripting, but I'm open to that path as well.

 

Thanks!

Link to comment
Share on other sites

It depends on the cloak spell. If the cloak spell has no conditions, meaning it works all the time, you can use the Creation Kit condition HasMagicEffect on the blink spell to check if the cloak spell is active. If the cloak spell has conditions though, this won't work as HasMagicEffect will return true if the actor has the magic effect but the conditions for it are false, meaning it's not active. In which case, you would have to alter the script on the blink spell (I assume it has one.)

 

For the script version, I would use papyrus extender.

MagicEffect Property CloakMagicEffect Auto

Event OnEffectStart(Actor akTarget, Actor akCaster) 
    MagicEffect[] Effects = PO3_SKSEFunctions.GetAllActiveEffectsOnActor(akTarget) ; get all current active magic effects affecting the akTarget of this (the blink spell) magic effect.
    Int i = Effects.Find(CloakMagicEffect) 
    If i == -1 ;if the CloakMagicEffect wasn't found in active magic effects array 
        return ;stop the rest of the script from running 
    Endif
Link to comment
Share on other sites

  • Recently Browsing   0 members

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