BabyOxide Posted July 6, 2006 Share Posted July 6, 2006 first, i'm not extremly good at programming, but i can do a certain degree, this refers to all kinds of programming, it only takes time to learn and understand thats all to it second, i probably tried it myself, but since i got rid of tes4cs i'm kinda lazy to re-install it.. heres , something off my topic, can some compile some of the darn good mods i a little bored trying to locate some good mods constantly , everyday to have some if not all of them incompatible :P hehehe back to topic, about that ERASING SPELLS , if there was any after say 4 months ago, sorry i didn't came across it, i remember someone said it was possible.. was it ? i dunno maybe my suggestion might work some one tried it ? this may take some amount of research and coding/ duplicating scripts firstly, there must be a way to do one of this...record the id of any of the following into a variable ?1) buying a spell, the spell name / id2) custom made spell's id3) casted spell's id .. now when that is possible.. create a global variable to be checked each time spell is casted or in reveresed order CHECKed only by the new spell that we are gonna create . eg : spell erasure , cost 1 mana to cast.. when it is casted so two ways to go, one >>>cast spell to be erased, cast erase spell, popup box, are you sure....elaborated,each time spell is casted by user, the id is stored in semi permanent global variablethis variable is then checked when the erasure spell is casted,if terms agree to it, the question box appeares to confirm deleting of spell two >>>cast erasure spell, set variable bit to active / 1next spell casted by user will check the active bit, if 1, erase spellthis probably requires an addon script to all the spells.. ? this can be done probably if that someone who mentioned you can delete your spell if you know its id from the console, i'm sure scripting commands can invoke console commands the same way.. eg: modpcskill .. its worth a try if any one is up to it.. where mouse cannot accomplish, there is always coding to do the trick.. there was this mod about a arrows enchanting chest ..arrows gets effected by the spell cast upon it..i presume, likely the chest is supposed to get "attacked" by the spell in question and the scripts knows the spell effects.. what about spell id would that be possible ? a stone of erasure lol (apprently this might only work on spell thst target something) and then we throw in the idea of creatures know whoes' spells affected it, eg npc's spells or yours.. so i presume either the spell's owner id is recorded or does it also records the spell id that was thrown on it ? same idea for the finger of moutain .. it HAD to be lightning.. somehow it could just be its effects... shortcuts the numbers 1 to 8 can be used to store a quick spellcan its id be retrieve ? e same ideacast erasure spell , check for active bit while trying to quick slot a spell .. erase spell on activation ... come to think of it there are quite a number of ways .. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 6, 2006 Share Posted July 6, 2006 There is a problem with this, even using the easiest one to code, number 3, that stone idea. There is no way for a script to record the specific ID of a specific spell used on it, then remove that ID from the player. Even if there was, this would only work with spells that use touch/target. Sure, it could still be done. But using any of the methods described would need to work with the spell ID of every spell obtainable, individually. Ok, 60-100 references, no problem... But you're forgetting, any custom spells would not be removed in this manner, so you would need to know the ID of all those spells based on their loading order. You would also need to update this list of custom spells any time another mod was added/removed. Fine for you, hell for anyone else. Even then, you still run into the situation of not being able to use those effects for your own spellmaking/enchanting. Ok, so you make a script to check player skills, then based off that remove old spells. This too would have problems in the situations where a player might want to use an older spell, or hasn't updated a specific group in awhile because the old one was the right strength/duration. I'm sure someone out there could figure out a way, the question is if it is worth them trying to. A better idea would be instead to use a mod (mighty magick does this, in addition to other things) that renames spells with a notation of their school and level to help organize the spell list a bit. Then you are still able to find just the spell you need when you need it, without having to do all that coding that would end up being an annoyance most of the time. Link to comment Share on other sites More sharing options...
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