RedNinja029 Posted February 11, 2017 Author Share Posted February 11, 2017 Update: Trying to guess what you meant Lofgreen I depicted cloaked as in hidden and ability as what it is I changed the perk `entry` from entry point to ability and listed the BloodOmenSpell to occur but there was no other boxes to tick or fill result = that didn't work maybe theres a problem with conditions? - I removed conditions and that still didn't work while listed as ability p.s. the spell is listed in the imgur above with all its details and linked to the magic effect also show in the imgur picture Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) Update: still playing around trying different things. Gone back to trying perk entry to combathitspell then using my spell with no conditions on either effect, perk or spell and still not working. I've read an article https://forums.nexusmods.com/index.php?/topic/632121-papyrus-need-help-firing-spells-on-punch/ that seems to be a bit similar. However taking what info I can fromit I still cannot see the error. I am now considering a workaround. Looking at the bottom of the weapon item itself I can add an extra weapon like the bloodskal blade does - if that's a viable option?p.s. (I cannot find the bloodskal blade in my CK inventory as I have not loaded Dragonborn DLC just update and dawnguard) Another few hours and nothing achieved. Going to keep persisting though. Will have to make a guide for others when I figure this as it seems pretty difficult for me at least. Edited February 12, 2017 by RedNinja029 Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 found part of of this guys video https://www.youtube.com/watch?v=Xh-LKXTqIRQ he had issues to. I've edited the script again and I'm carefully going through the process. I think the fault is something on either the spell or effect end. Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 Well almost 3am here and I've played around for long enough tonight will resume first thing tomorrow morning and check here for hopes of any help.here is an update of my progress... Still cannot get it to work http://imgur.com/MuhRgpF hope something can find why the sword will not have any effect when I strike enemies. I have disbaled conditions for now of all races and the check for player is a vampire to make things easier I can change that when the sword and enchant is working properly. Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 Update: Well had another bash before retiring for the night again. I was comparing the dlc dawnguard magic effect from a gargoyle and tried to piece something there.Then I compared the perk applied for falmers weapons regards to the poison which is a spell attached to an effect. I can't see an error there. I tried changing the perk entry condition under weapon to "GetEquipped" just now with it linked to the weapon itself and still nothing.Yes incase anyone asks I saved the plugin and exited creation kit, exit steam completely waited 10 and restarted it and a fresh game everytime (I just type coc Bleakfallsbarrow01 every time and test on the 2 bandits there) I'm wondering is there a 'direct' way so to speak of linking via papyrus script from the weapon to an effect or enchant or even a spell in this instance? I am not very clued up with it but just a thought. Hope my link in previous post IMGUR shows enough detail for you all showing my workings. Im off to bed 03:05 zzz night for now all Link to comment Share on other sites More sharing options...
Masterofnet Posted February 12, 2017 Share Posted February 12, 2017 (edited) "Help me lofi-Wan Kenobgren. Your my only hope. Help me lofi-Wan Kenobgren. Your my only hope. " - RedNinja029 2/11/2017 This thread has now been relocated to the proper forum. https://forums.nexusmods.com/index.php?/topic/5350470-script-creation-for-enchantments-weapon-still-enchantable-help/ Edited February 12, 2017 by Masterofnet Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) Update: Tried changing condition of perk entry to HasPerk BloodOmenPerk - still not working. Assuming the perk is switched on and off by the equipping and unequipping of the weapon itself (through shown script in image previous shown) which activates the perk which is GetIsID 000BloodOmen (name of weapon) (which I also just tried HasPerk BloodOmenPerk) applies the combat hit to launch a spell (bloodomenspell) with magic effect of absorb health (enchbloodomenFFcontact) which is show as fire and forget under contact. Cant see the issue here is the link again for progress http://imgur.com/MuhRgpF Edited February 12, 2017 by RedNinja029 Link to comment Share on other sites More sharing options...
RedNinja029 Posted February 12, 2017 Author Share Posted February 12, 2017 "Help me lofi-Wan Kenobgren your my only hope. Help me lofi-Wan Kenobgren your my only hope. " - RedNinja029 This thread has now been relocated to the proper forum. https://forums.nexusmods.com/index.php?/topic/5350470-script-creation-for-enchantments-weapon-still-enchantable-help/How do you mean relocated. The post was made here initially I simply posted a re-direct in the Oldrim forum as its essentially the same creation kit and functions I'm playing with (not everyone has SE but same principles apply). No need for the sarcasm (lowest form of wit by the way) and becoming of a keyboard warrior now. I am editing on Skyrim SE but clicking on the Oldrim forum I saw they were not linked and my post was not there. and so common sense dictated I ask there, Haven't really used the forums before really. So - If you can't help answer the problem then I kindly ask you refrain from unnecessary provocative and annoying comments, thanks. Link to comment Share on other sites More sharing options...
lofgren Posted February 12, 2017 Share Posted February 12, 2017 Masterofnet, you are way out of line. RedNinja029, I'm sorry for what has become of your thread. Hopefully Masterofnet will get tired soon. Now, if you are happy with the sword working only for the player, then you can use the perk method you have been trying to do this. The problem you are encountering is that when you use an Apply Combat Hit Spell perk entry point, the target of the attack is BOTH the caster and the target of the spell. In the majority of cases, this won't matter at all. But in the case of an absorb health spell, the health will not be properly absorbed. The solution will consist of several parts: 1. A weapon. I gather you have this.2. A script attached to the weapon that adds the perk to the player when the weapon is equipped. You can use the silver sword script for this.3. A perk with the Apply Combat Hit Spell entry point, priority 0. On the Weapon tab, you should put GetIsId YourWeapon == 1.0. On the Target tab, exclude all of the keywords and/or races you want to be immune to the effect. E.G. HasKeyword ActorTypeUndead == 0.0 Now here is the part that will be new to you: 4. The perk entry point should cast a fire-and-forget, contact range spell.5. The only magic effect on that spell should be a script archetype effect with a duration of 1 second and no magnitude.6. The magic effect should have this script attached to it: Scriptname WeaponHitEffectCast extends ActiveMagicEffect Actor property PlayerREF auto spell property WeaponHitSpell auto event OnEffectStart(Actor akTarget, Actor akCaster) if(PlayerREF == none) PlayerREF = Game.GetPlayer() endif WeaponHitSpell.Cast(PlayerREF, akTarget) endEvent Fill the properties with the Player actor (should auto fill) and the absorb spell you have already created. Now, drawbacks: As noted, this will only work for the player. This is both because perks cannot be added to NPCs by script and because the script will have the player hardcoded as the caster. When you are wielding the sword, no other perks with Apply Combat Hit Spell entry points will fire as long as the conditions for your sword's spell are met. That's not a problem for vanilla, but that entry point may be used by mods, e.g. perk overhauls or enchantment overhauls. This is why you want to put all of your conditions on the perk entry point – if you do have some bad interactions with a mod for some reason, then at least the other mod's perk entries will fire when the conditions for your perk are not met, e.g. when attacking undead. Note that if you were putting this spell on an axe instead of a sword, then you would have to take these interactions into account for vanilla Skyrim since the Bleeding Axe perks use the same entry point. Let me know if you have any questions. Link to comment Share on other sites More sharing options...
Masterofnet Posted February 12, 2017 Share Posted February 12, 2017 Masterofnet, you are way out of line. RedNinja029, I'm sorry for what has become of your thread. Hopefully Masterofnet will get tired soon. Lofgren, Your hopeless. Link to comment Share on other sites More sharing options...
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