MDH Weaponeer Posted December 7, 2003 Share Posted December 7, 2003 As I've seen in the Morrowind community, many of you want new spell effects...They very from controlling the mind of an NPC to making one simply disappear, or morphing into nearby objects... An interesting one I heard was being able to summon anything. I haven't really gotten far into making absolute NEW spell effects, but some of these are possible. Being a Spell Bartender is my specialty, as in making spells that do EXTREMELY useful things. Although summoning the character may not be possible, using command humanoid, fortify health/magicka/fatigue (for a long duration), and also fortifying weapon skills etc. may get you a very useful and strong guard. Try the following spell mixtures - but make them with the construction set and give them to someone from the Mages Guild, or just simply make a new NPC and give him/her the spells instead. You want to make sure they are expensive, but only take maximum of 70 magicka and a minimum of 30. The effect size and projectile is your choice. "Hecticism"Damage magicka, health, fatigue, all at 10-90 points for 3 seconds. "Instant Army"Command Humanoid & Creature 50 points for 5000 seconds in 50 feet; fortify health, fatigue & magicka 200 points for 5000 seconds in 50 feet. "Silent Spider"Paralyze 60 seconds; poison 10-20 points for 60 seconds "Drowning"Drain fatigue 80 points for 30 seconds; burden 50 points for 30 seconds; drain strength 80 points for 30 seconds. Damage StylingMage's Thunderstorm: summon Storm Antranoch for 15 seconds, shock damage 50 points for 15 seconds, lightning shield 80 points for 15 seconds (definately self), resist shock for 15 seconds (self...), weakness to shock 50 points for 15 seconds.DITTO FOR OTHER EFFECTS (except poison which doesn't have an Antranoch... find a replacement), all with names such as "Blaze Of Insanity". "Assasin's Friend"Fortify short blade 60 points for 120 seconds; chameleon for 120 seconds; sanctuary 50 points for 120 seconds; fortify sneak 300 points for 120 seconds; fortify security 300 points for 120 seconds. "Wild Soulhunter"Calm creature 75 points for 60 seconds; fire damage 10-35 points for 60 seconds, soultrap for 60 seconds. "The Actor"Fortify Personality 260 points for 190 seconds; fortify speechcraft 260 points for 190 seconds. There's more effects I know of, I'll mention those later. :help: :help: :help: :help: :help: :help: :help: :help: :help: :help: I need help with cracking the code to creating a new spell effect that can be usable in the game, and I mean like an all new effect. If anyone knows how, please email me: [email protected] :help: :help: :help: :help: :help: :help: :help: :help: :help: :help: Link to comment Share on other sites More sharing options...
Marxist ßastard Posted December 7, 2003 Share Posted December 7, 2003 Well, the standard way of doing that would be to make a spell with a conventional effect that doesn't disturb the game too much (For instance, 1 ft. Light or 0 pts. Chameleon on Self for 2 seconds) and run a script that detects if the PC has the spell active, then does what you want to spell to do once the conditional passes -- this is the conventional method, as said before, and will not conflict with any other plugins, though the PC will be unable to create spells of his own with effects similar to yours. In theory, one could create a full-fledged spell, though one without any point values, by changing the attributes of an existing, but useless spell such as Remove Curse (There isn't a single spell classified as a curse in the entire game, much less a spell with the Remove Curse effect), Fire Shield (Admit it, half of you don't even know what it does, and the only time you've used it is to make a cool-looking effect around your charachter), or any one of the "EXTRA SPELL" effects one can see in TESCS and going through the same process with it, but using "GetEffect" instead of "GetSpell." Link to comment Share on other sites More sharing options...
MDH Weaponeer Posted December 7, 2003 Author Share Posted December 7, 2003 It's like Fire and Frost shield do the same thing as Resist fire and Resist frost... They both resist the same thing. Why not get rid of one... Link to comment Share on other sites More sharing options...
adamized01 Posted December 7, 2003 Share Posted December 7, 2003 Correct me if I am wrong but doesn't those shields damage attackers? They don't resist fire, shock or whatever do they? Link to comment Share on other sites More sharing options...
MDH Weaponeer Posted December 8, 2003 Author Share Posted December 8, 2003 I think fire shield damages an attacker if they touch it, but not any of the other ones (that's the reason why Fire Shield is destruction) If I were able to create new spell effects, would any of you guys have ideas for what they should be?... Link to comment Share on other sites More sharing options...
Daerk Posted December 8, 2003 Share Posted December 8, 2003 Spell effects (as in actual results of spells) are hard-coded. Spell effects (as in visual representation, such as the "Egg" created by shield, or the glimmering stars, fire, etc) are able to be replaced, but their effects are not able to be changed. You can script certain custom effects, but they will not replace existing effects. Scripted customized effects can have visual representation, but don't expect to be able to morph a model into another model, etc. Generally you're restricted by existing visual representations, or you can create your own at massive effort with the proper tools. -- D Link to comment Share on other sites More sharing options...
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