Preowned Posted April 16, 2011 Share Posted April 16, 2011 (edited) Hello everyone,Excuse me if I posed in the wrong area. I am made a custom summoned creature and it will not take damage (or hardly any, cant tell) from weapons and arrows. strangely, magic dose damage, and it seems to work fine. I have tried adding the ability of "weakness to normal weapons" but that did nothing. I created this creature using THIS (The script is there too) I also added a script so the creature grows in size when he uses a spell. (all by myself, do I get a cookie?) scriptname zgrowsize ref SUMN Begin Scripteffectstart set SUMN to zDragonkinDaedroth SUMN.setscale 1.60 End Begin Scripteffectfinish set SUMN to zDragonkinDaedroth SUMN.setscale .9 end The creature is a Daedroth, and I have not added any resist damage effects, except for 10% shield (defult Daedroth spell is 20%) Can anyone help? Is there some kind of work around? Am I missing something? Edited April 16, 2011 by Preowned Link to comment Share on other sites More sharing options...
Striker879 Posted April 16, 2011 Share Posted April 16, 2011 Which of the vanilla Daedroths did you start out with? All of the vanilla ones I see listed are between level 10 and 14. Are you trying to attack them with a low level character (where 1 wack = diddly damage)? Link to comment Share on other sites More sharing options...
Preowned Posted April 16, 2011 Author Share Posted April 16, 2011 I started with "SummonDaeroth" Took of script that was on it("SUsummon" i think) The level is 20. (I am level 30) Dose level effect damage done? Link to comment Share on other sites More sharing options...
Striker879 Posted April 16, 2011 Share Posted April 16, 2011 (edited) Not so much player level as skill level. Here's an excerpt from the UESP Wiki article The Complete Damage Formula (emphasis added):Weapon Damage The complete formula for Blades, Blunts and Bows is:Damage = WeaponRating * (Fatigue / MaxFatigue + 1) / 2 * SneakMultiplier * PowerAttackMultiplier * OpponentArmorRating * OpponentWeaponResistanceThe WeaponRating (WR) for Bows is the WR for the Bow + the WR for the Arrow.Where WeaponRating is:WeaponRating = BaseWeaponDamage * 0.5 * ( 0.75 + Attribute * 0.005 ) * ( 0.2 + ModifiedSkill * 0.015 ) * ( WeaponHealth / BaseWeaponHealth + 1 ) / 2BaseWeaponDamage is the damage value provided on this site for the weapon.WeaponRating is the damage shown for the weapon in your character's inventory.Attribute and ModifiedSkill are constrained between 0 and 100.Attribute is Strength for melee weapons; Agility for bowsModifiedSkill is your skill (Blade, Blunt, or Marksman) modified according to Luck. The equation is ModifiedSkill = Skill + 0.4 * (Luck - 50)). Skill includes any skill-altering magical effects (Fortify, Damage, Absorb, etc; in the form of spells, potions, enchantments, abilities, etc). Luck also takes into account any magical effects.So you see your weapon skill and level in strength or agility factor into the calculation. That said, if your character is level 30 and they are level 20 you shouldn't be seeing what you're seeing (in my opinion). Try dropping the Daedroth down to the default level 12. Pay close attention to the health shown in the edit window and how high the health for your version is vs. the standard you started from (health 280 in the vanilla SummonDaedroth). Edited April 16, 2011 by Striker879 Link to comment Share on other sites More sharing options...
Preowned Posted April 16, 2011 Author Share Posted April 16, 2011 (edited) Yes thank you! lowering the level helped out, I can deal damage now. But, it is still quite weak. Will try to see if I can balance it with some "weakness to normal weapons"EDIT: tried weakness, It dose not seem to have any effect. Edited April 16, 2011 by Preowned Link to comment Share on other sites More sharing options...
Striker879 Posted April 16, 2011 Share Posted April 16, 2011 (edited) Did the creatures health change much when you raised or lowered the level ... you might use that as an indicator while you're looking for the sweetspot. Edit: Looking at the formula again it occurs to me that your level is what is taken into account by the formula, not the creature's. It must be the effect changing it's level has on it's total health that's making the change. Edited April 16, 2011 by Striker879 Link to comment Share on other sites More sharing options...
Preowned Posted April 16, 2011 Author Share Posted April 16, 2011 (edited) sigh,Ok, It appears that I was wrong. I still do not do damage. The creatures health Is at 220, what I have it set in the editor. (This is not a leveled creature, so health is same as editor) I am using a glass short sword, deals 21 damage.(NPC that attack with melee/bow dont do any dmg) I am going to list what mods I have, in case they edit the systems. Mart's Monster ModUnoffical Oblivion patchWeapon Expansion pack for Oblivion NthusiastsNatural_(Habitat, vegtation, so on..._MidasSpellsAkatosh Mounta few others...(unimportant, i think) Thanks for the help so far Striker. Edited April 16, 2011 by Preowned Link to comment Share on other sites More sharing options...
Hickory Posted April 16, 2011 Share Posted April 16, 2011 SUMN.setscale 1.60 Just a thought. This may have to do with collision -- with the rescaling you may not actually be hitting the target, whereas spell area effects would. Link to comment Share on other sites More sharing options...
Preowned Posted April 16, 2011 Author Share Posted April 16, 2011 SUMN.setscale 1.60 Just a thought. This may have to do with collision -- with the rescaling you may not actually be hitting the target, whereas spell area effects would.hmm, I dont think so but that is a good point. I still hear the noise for a hit, touch spells seem to work fine.also, No damage is done when Creature is at base scale (set to .9) Link to comment Share on other sites More sharing options...
Hickory Posted April 16, 2011 Share Posted April 16, 2011 When you summon the creature, click on it and open the console. Type in: tdtsdt 9 What is displayed? Link to comment Share on other sites More sharing options...
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