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[LE] Quick Questions, Quick Answers


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My apologies. I get annoyed when posters ask questions that are very easy to test or look up themselves but they appear to just be too lazy to put in the effort. This was not the case in your instance and I apologize.

 

It's ok, I get you.

Working without the ability to test what I'm doing kinda sucks, but I'm trying to make the best out of it...

 

Does anyone have any other ideas about how to deflect arrows without a shield?

An enchantment to block all incoming arrows with a normal enchantment that can be applied to any type of armor?

Edited by DMan1629
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I'm currently using a university computer which I can't really download nor run Skyrim on, so no - it's not easy to test right now.

I won't have access to a computer that I can test this on for another week.

I wanted to see if someone knows so I can continue modding without having to wait a week to get an answer.

 

So - any idea anyone?

 

My apologies. I get annoyed when posters ask questions that are very easy to test or look up themselves but they appear to just be too lazy to put in the effort. This was not the case in your instance and I apologize.

 

Oh but you're not alone there. I get the feeling all the time that folks here want someone to make their mod for them.

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I have a projectile spell with a script attached that I want to fire as the projectile is fired from the caster. OnEffectStart fires after the projectile hits an actor(in this case). Is there an something like OnCast that I can use to achieve the effect I'm going for or some workaround?

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I don't think that'll work since I'm attaching the script to the magic effect and not an actor or object. Is there a work around?

 

As the wiki states, ActiveMagicEffects will also receive events from the Actor they are attached to, so I actually think Rasikko's suggestion will work. Try it out :)

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I don't think that'll work since I'm attaching the script to the magic effect and not an actor or object. Is there a work around?

 

As the wiki states, ActiveMagicEffects will also receive events from the Actor they are attached to, so I actually think Rasikko's suggestion will work. Try it out :smile:

I did. Nothing fired.

Scriptname EliasScriptCast extends ActiveMagicEffect  

Spell Property MySpell Auto

Event OnSpellCast(Form akSpell)

  Debug.Notification("Spell Fired"

  Spell spellCast = akSpell as Spell

  if spellCast && spellCast == MySpell
  
    Debug.Notification("Spell Fired in the if"

  endIf

endEvent

Anyway, I think it'll only fire when the projectile hits the actor and causes the effect to activate.

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I don't know for sure but I wouldn't have thought the OnSpellCast event would fire on the spell it's called from. OnInit is probably what you want.

 

OnSpellCast would only pick up your spell if the script was already on the actor before they cast.

Edited by B1gBadDaddy
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I don't know for sure but I wouldn't have thought the OnSpellCast event would fire on the spell it's called from. OnInit is probably what you want.

 

OnSpellCast would only pick up your spell if the script was already on the actor before they cast.

OnInIt doesn't fire until the magic effect is active as well. So far I haven't been able to get OnSpellCast to fire.

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Weird. The following ideas are probably not that good, but it's the best I can think of right now:

1. In an OnInit event somewhere, register for the appropiate magic casting animation with RegisterForAnimationEvent (this only works though if you actually know who's going to use the spell, like if it's a player-only spell). If you're lucky you can catch the exact time the spell is used with OnAnimationEvent.

2. Make your spell a self targeting scripted spell that casts the real spell via script OnEffectStart. This might throw a great number of new issues at you though...

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