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Detect life toggle


BlueToxic

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Man for what you've said you have it almost done, the only thing you should need are GetNthActiveEffectCaster and SetNthEffectItemArea functions to refer to the items and alter them, the b*tch thing is actualy tracking those values, store them and apply them again correctly on toggle, check they're not placed in a container or other strange things that could leave them enchanted with a detect life 0 ft. I've worked only with quest variables since now, I'm not sure but I think that's not enought to keep them after a load game. I have to learn yet how ini files work. Anyway if you def give up then probably I'll give it a try this weekend or next week.
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Yeah, I got a fun thing with soulgems to do to distract me at friday-evening ;)

 

My wonder...this one is the one I worked with :SetNthActiveEffectMagnitude.

That'll modify the current effect instead of the objects..that's clear, when back onload is it still up and modified then at the effects list? if not, there isn't a problem...the player maybe toggle it back off. If so could be easy to track back the effects on the item when you use that function to correct things as the original object isn't changed so the values could be transferred...So that's not my concern.. I just couldn't get it to work in the first place. Maybe I've overlooked something obvious, but what I can tell now is I'll not be able to figure it out until next week.

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I've been checking out Detect Life effect and it doesn't use an Area value, instead it uses Magnitude as area, and Duration as duration, as it should be, so setNthAEmagnitude should work to reduce the radius to 0, and what you say sounds obvious, if only the effect is changed the item remains the same so it should be reverted on load or just unequiping and equiping it again.

 

But I've got an idea for a totaly different approach, althought I don't know if it's even feasible. The problem with Detect Life while in town is mainly that you see that purple gas on people's face while you talk to them, right? So I guess if the shader this effect uses could be applied from a certain distance that'd solve the matter, so when you're very close to someone you don't "detect" him. I don't know the exact max distance a character can start a conversation with you, but in game it doesn't seem to be more than 2m or 2'5, so yeah you wouldn't detect people being right behind that door you're gonna open, but this also happens when you load a new cell so don't complaint! :P But as I've said I don't know if this can be done, the CS shows really few options to tweak magic effects but there's people that have scripted default effects so I guess that could be achieved with a simple distance check. Perhaps not.

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If you would just use it for a menu, you could just use a script on menu-mode...It's about the problem that you don't recognize them from average distance as well. The check could just be placed on an ability that checks the player with HasMagicEffect DTCT.. But indeed, if things ain't working get something that works eh? :)
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I made a mod to toggle Detect Life and Night Eye quite a while ago.

http://www.tesnexus.com/downloads/file.php?id=25512

(you need OBSE)

 

it's pretty simple, but customizable.

 

Sadly, it can't accomplish the more fancy requests you made, like removing detect life effects from objects.

 

It also doesn't touch the effects or shaders themselves. But that was not my purpose, anyway.

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hey philanthropy thanks for that, your mod looks cool and I'm sure there's something I'd learn from it, but it has just come across my mind another way to do it without having to script all this effects checks... I'm damn lazy to write scripts right now, I've got enought for a day or two :P rather I'll try to remove the shader from NPCs when they are relatively near to the player. I wonder if there's a function to set the path of a magic effect .nif shader to a fake one, that'd be perfect.

 

EDIT: I mean, a quick and nasty script can be done at all times, but something rather complex like that needs patience.

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Hm, it's possible to track it..but I'm not sure if to changing it is possible!

 

--

Yes it is..using SetModelPath. But it says that it only works on 'simple' things and spells aren't objects..maybe using the form-id will work. Either way, you'll have to experiment it.

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