leron9999 Posted September 8, 2014 Share Posted September 8, 2014 Hi guys. Just wondering if there was a way or workaround to add magic effects to spells dynamically? Currently, SKSE has GetNthMagicEffect function, but no SetMagicEffect function. I was wondering if adding MEs to spells is even possible. Link to comment Share on other sites More sharing options...
DDProductions83 Posted September 9, 2014 Share Posted September 9, 2014 What do you mean dynamically exactly?Cause as far as I know not really but you could add a if function to check for a GV on each spell and apply a diff effect per GV?Then have other crap that changes the global variable etc Link to comment Share on other sites More sharing options...
leron9999 Posted September 9, 2014 Author Share Posted September 9, 2014 Dynamically, as in to add a magic effect on the fly via script. By GV do you mean getvalue? Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 10, 2014 Share Posted September 10, 2014 GlobalVariable Link to comment Share on other sites More sharing options...
DDProductions83 Posted September 10, 2014 Share Posted September 10, 2014 Well it isn't exactly dynamic if you added it pre-existing via a script.. IDK that may just be my personal view of the word, ""characterized by constant change, activity, or progress"" nothing is dynamic in a video game to me because everything has to abide by pre-programmed characteristics :P But ya you could add the ability to choose between dozens or even hundreds of different abilities/effects to add to a spell you just have to script them all in and then add some sort of toggle or random % to it etc Link to comment Share on other sites More sharing options...
leron9999 Posted September 10, 2014 Author Share Posted September 10, 2014 The idea is to add magic effects to spells on the fly (say, after equipping something for example) so that it avoids having to edit vanilla spells manually, and it could apply to custom spells as well. Link to comment Share on other sites More sharing options...
DDProductions83 Posted September 11, 2014 Share Posted September 11, 2014 From my limited knowledge I would say noCould be wrong though but I dont think so as spells are all kind of unique in what they do and you would essentially have to add a oneffectstart script to each spell or get it to add from something but I don't know how that would work without directly editing the spells themself Link to comment Share on other sites More sharing options...
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