fireundubh Posted December 7, 2011 Share Posted December 7, 2011 I've been trying to figure out how to remove the "normal weapon" requirement from Elemental Fury, but I'm stuck. This is the magic effect. MGEF: FormID: 0002C56F VoiceElementalFury 02 08 20 00 00 00 00 00 94 C5 02 00 FF FF FF FF FF FF FF FF 00 00 00 00 58 FA 03 00 CD CC 4C 3E 00 00 00 00 D3 10 05 00 19 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 40 00 00 00 00 00 00 00 00 27 00 00 00 55 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00 AF C2 01 00 00 00 00 00 00 00 00 00 00 00 80 3F D4 10 05 00 00 00 00 00 00 00 00 00 00 00 00 00 D4 40 04 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 "94 C5 02 00" refers to VoiceEnchElementalFury (ENCH). The other references define the visual properties (LIGH, EFSH, IPDS, ARTO, and IMAD) of the magic effect. I'm not sure what "02 08 20 00" means. This is the magic effect for the enchantment that Elemental Fury assigns to your weapons. MGEF: FormID: 0002C593 VoiceElementalFuryEnchantment 05 19 22 10 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF 00 00 00 00 00 00 00 00 CD CC 4C 3E 00 00 00 00 D3 10 05 00 19 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 40 00 00 00 00 00 00 00 00 22 00 00 00 18 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00 7B 5C 01 00 00 00 00 00 00 00 00 00 00 00 80 3F D4 10 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 "22 10" refers to the Disable function. "05 19" is 1305 (int), but I'm not sure what 1305 references. The other references also define the visual properties of the enchantment, specifically EFSH, IPDS, and ARTO. There are also several floats and integers in there. The enchantment itself is simple, but I'm not sure what the magnitude value has to do with anything. ENCH: FormID: 0002C594 VoiceEnchElementalFury EFID: 0002C593 (VoiceElementalFuryEnchantment) EFIT: (Magnitude: 10) The Elemental Fury spell has three conditions (CTDA), which seem relevant. SPEL: FormID: 0002C595 VoiceElementalFury1 CTDA: 80 FC 55 12 00 00 E0 40 55 02 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF CTDA: 41 FC 55 12 00 00 00 00 55 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF CTDA: 41 FC 55 12 00 00 00 00 55 02 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF "55 12" (4693) references the GetEquippedItemType function. "55 02" (597 [+ 4096]) also references the same function. GetEquippedItemType only takes a Casting Source as a parameter though. The Casting Source is either "80 FC" or "E0 40" or both. This person found this: Actor::GetEquippedItemType script : int Actor::GetEquippedItemType(int aiHand); engine : int Actor::GetEquippedItemType(uint aiHand); I've deleted the CTDA records though, and there was no effect. You still get the message that your weapons are already enchanted. I've noticed that you also get that message if you try using Elemental Fury in succession before the first enchantment has worn off. I'm starting to believe that we need access to the scripts to override this check, but I could be missing something. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 10, 2011 Share Posted December 10, 2011 Pretty sure you can't, not in the normal way atleast. Elemental Fury is technically a weapon enchantment. This means that it cannot be applied when a weapon already has an enchantment since each weapon can only have one enchantment at a time. Meaning that if you went around those checks you would only succeed in removing the pre-existing enchantment from the weapon when EF is applied. A better solution would be possibly re-routing the shout to adjust the attack speed of the equipped weapon if it already has an enchantment by means of an active effect on the player. But this requires both scripting and the ability to make a new active effect. Link to comment Share on other sites More sharing options...
fireundubh Posted December 10, 2011 Author Share Posted December 10, 2011 You can have two enchantments on any equippable item, and you can increase the number of enchants available to enchanting with the Extra Effect perk... Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 10, 2011 Share Posted December 10, 2011 You can have two enchantments on any equippable item, and you can increase the number of enchants available to enchanting with the Extra Effect perk...That's enchant effects, not enchantments though. There's a difference in how they're handled internally. Enchantments are essentially groups of effects under a single ID. Each weapon, regardless if it is enchanted by the base object (unique) or if it i enchanted in game, has an enchantment already applied to. Elemental Fury is, in itself an enchantment, not an enchantment effect. This is why it cannot be applied to a weapon which already has an enchantment. This would be a bit more clear when looking at it in the actual CK. Link to comment Share on other sites More sharing options...
fireundubh Posted December 10, 2011 Author Share Posted December 10, 2011 (edited) That's enchant effects, not enchantments though. There's a difference in how they're handled internally. Enchantments are essentially groups of effects under a single ID. Each weapon, regardless if it is enchanted by the base object (unique) or if it i enchanted in game, has an enchantment already applied to. Elemental Fury is, in itself an enchantment, not an enchantment effect. This is why it cannot be applied to a weapon which already has an enchantment.Oh, I get it. Hrm... What if you could make Elemental Fury work like a Bound Weapon spell and the bound weapon was pre-enchanted with Elemental Fury? Edited December 10, 2011 by fireundubh Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 10, 2011 Share Posted December 10, 2011 That would probably work worse since you'd be stuck with whatever weapons were given rather than what you were using. So either it's instant Daedric weapons at any level, or it's a shout which becomes ineffective compared to other equipment. The better option would probably be to use a scripted effect to change the attack speeds of the equipped weapons for the duration of the shout. It'll lose the visuals, but should theoretically work with everything. Link to comment Share on other sites More sharing options...
fireundubh Posted December 11, 2011 Author Share Posted December 11, 2011 While that would be ideal, it's not possible until after the Creation Kit is released. What would work now, however, is simply switching out the player's weapons for pre-buffed temporary weapons. The trick then is balance, but isn't that always the case... Link to comment Share on other sites More sharing options...
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