candlepin Posted March 9, 2017 Author Share Posted March 9, 2017 Ok, good to know. I have a tangentially related question; is it possible to add new alchemy effects? I assume it is, but I'm unsure how to do this. My thought would be to create a new Magic Effect with associated script (which accomplishes the new effect). But while playing around in the CK I have noticed that not all Magic Effects can be used as alchemy effects. I can't seem to find a unified theme to the Magic Effects that can be used for alchemy vs those that cannot. Is there something I'm missing? Link to comment Share on other sites More sharing options...
candlepin Posted March 11, 2017 Author Share Posted March 11, 2017 Update; I have done custom script-based alchemy effects working, but some if them do not revert back to vanilla values despite an OnEventEnd event that is scripted to revert values. Am I doing something wrong? I read on the Fallout CK site that OnEventFinished also works; is this true for Skyrim as well? Link to comment Share on other sites More sharing options...
FrankFamily Posted March 11, 2017 Share Posted March 11, 2017 OnEventEnd doesn't exist in skyrim afaik, it's "OnEffectFinish" http://www.creationkit.com/index.php?title=OnEffectFinish_-_ActiveMagicEffect Link to comment Share on other sites More sharing options...
candlepin Posted March 13, 2017 Author Share Posted March 13, 2017 (edited) OnEventEnd doesn't exist in skyrim afaik, it's "OnEffectFinish"ÃÂ http://www.creationkit.com/index.php?title=OnEffectFinish_-_ActiveMagicEffectThanks! I got most of my Magic Effect scripts working now. One thing I'd appreciate some input about is how to script magic damage. Specifically, I'd like to make an alchemical property that does fire damage. The closest thing in-game I could find was the flame cloak effect, but I'm just looking for a simple fire damage effect. My first thought is to add a script which adds the damage (reduces akTarget health?) to a Magic Effect. Maybe something like;Int NewHealth = akTarget.GetAV(Health) - XakTarget.SetAV(NewHealth)? But that doesn't seem like it would scale with better alchemy/singer ingredients. Is there an easy/easier way to do this? Any help would be much appreciated, as always. Edited March 13, 2017 by candlepin Link to comment Share on other sites More sharing options...
cdcooley Posted March 13, 2017 Share Posted March 13, 2017 There's a DamageActorValue function. Link to comment Share on other sites More sharing options...
candlepin Posted March 15, 2017 Author Share Posted March 15, 2017 (edited) Ok, I have a few more questions as I'm testing my new alchemical effects. Here's a few: Is there a way to poison yourself (perhaps via a console command)? I'd like to test a cure poison potion. I'd also like to quickly test a Dispel magic effect. So any ideas on how to test that out would be appreciated. I'd prefer quick and easy ways to test these mods as I often need many rounds of edits to get these things right. Any help would be appreciated! Edited March 16, 2017 by candlepin Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 16, 2017 Share Posted March 16, 2017 Poison yourself?Quick and dirty method... at the main menu enter the console and enter 'COC warehousetraps'There are all kinds of traps to test in this room, some of which poison. You may want to beef up the character or enter immortal mode rather than god mode so that the status bars still function. For more information on other testing cells, see here: http://en.uesp.net/wiki/Skyrim:Test_Cells Link to comment Share on other sites More sharing options...
candlepin Posted March 16, 2017 Author Share Posted March 16, 2017 Yeah, poison myself. Not an every day request, right? Thanks for the link to other testing cells. I've always used wemerchantchests for placing items I want to test. Didn't realize there were more locations like this. Link to comment Share on other sites More sharing options...
candlepin Posted March 16, 2017 Author Share Posted March 16, 2017 Another quick question; is it possible to call <mag> and/or <dur> in a script associated with a magic effect? Link to comment Share on other sites More sharing options...
Surilindur Posted March 16, 2017 Share Posted March 16, 2017 (edited) There seem to be GetMagnitude and GetDuration commands added by SKSE on the ActiveMagicEffect script. The example on the GetMagnitude page would seem as if the "self" were referring to the effect (script). I have never used either myself, though. There is also a sort of family tree of scripts on the wiki that makes it easier to find commands, if it helps. The search function there on the wiki is a bit clunky (or I just cannot use it, probably the latter). http://www.creationkit.com/index.php?title=Script_Objects Edit: Oooops. Fixed the link formatting. Edited March 16, 2017 by Contrathetix Link to comment Share on other sites More sharing options...
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