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Removing Enchantments (Magic Effects)


SephDragoon

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So, I am stuck with a conundrum. I am working on an Acid converter for the Flamer, turn the flamer into an acid spewing chem-launcher from hell pretty much.

 

It is going fine, without a hitch up until I try to remove the current magic effect "FlamerFXEnchFireHit [ENCH:0023A168]" from the weapon without making modifications to the weapon itself.

 

I thought if I used a:

 

FormID,Int

Set

Enchantments

FlamerFXEnchFireHit [ENCH:0023A168]

0

 

It may remove it, but it does not. Using Add with a negative number doesn't seem possible, and Set with a different enchantment seems to be identical to Add, and won't remove the previous enchantment.

 

So, right now my acid gun is still setting people on fire, and I was wondering if anyone knew a way to remedy this yet, because I really don't want to give up on this one.

 

Also, for compatibility, I just really do not want to edit the Flamer to try and make it work.

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Sorry, skimmed parts of the opening post. But assuming that you don't need to worry about overrides, you could alternatively do it by removing it from the main WEAP, but giving it back with the normal weapon mods that still use the standard flame enchantment.

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Side question: Since acid doesn't burn, don't you need to change a lot of graphic and animation for this? It does sound nasty, really. I use the burner (in most games) to burn out the small swamps of insects (like in Mass Effect). An acid gun can be added, but I think it won't look so real unless you also work out the animation. I think Cryolater is a better weapon to clone because the base version shoots out mist. You can change color and change range (since Cryolater's range is terrible before upgrade).

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This is actually just a different tank for the Flamer. I don't like adding whole new weapons so much, not when there's tons of cool combinations with our current weapons already.

 

Aside from the flame in front though, I see no reason the flamer couldn't shoot out a different chemical. It's the same basic component. As for the cryo gun, I am thinking of something I can do there. One of my goals is to give each weapon much more flexibility, however the cryo gun doesn't come apart, it is mostly one big mesh, which makes mods for it a little difficult. The flamer is much easier to work with.

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