Deleted3576383User Posted March 23, 2012 Share Posted March 23, 2012 (edited) A Magic Effect I have lets you cast 10 entities. If the No Hit Effect box is unchecked, only one summons. I can check it and all 10 summon. But, if it is checked, there is a terrible visual effect on the player whenever he/she casts. Checking it and changing the actual 'visual effect' displayed (to None preferably) changes the performance of the whole spell - nothing is summoned.I thought this was supposed to be just a visual effect? Is there a way to find where the attributes of these effects are so I can make my own blank one off the template of the one that works? Edited March 23, 2012 by Guest Link to comment Share on other sites More sharing options...
elseagoat Posted March 23, 2012 Share Posted March 23, 2012 A Magic Effect I have lets you cast 10 entities. If the No Hit Effect box is unchecked, only one summons. I can check it and all 10 summon. But, if it is checked, there is a terrible visual effect on the player whenever he/she casts. Checking it and changing the actual 'visual effect' displayed (to None preferably) changes the performance of the whole spell - nothing is summoned.I thought this was supposed to be just a visual effect? Is there a way to find where the attributes of these effects are so I can make my own blank one off the template of the one that works? There are lots of visual effect dropdowns. Which one is it specifically? Also, what keywords is your magic effect using? Link to comment Share on other sites More sharing options...
Deleted3576383User Posted March 23, 2012 Author Share Posted March 23, 2012 Keywords: MagicSummonFrostHit effect art: SummonTargetFX Link to comment Share on other sites More sharing options...
elseagoat Posted March 23, 2012 Share Posted March 23, 2012 Keywords: MagicSummonFrostHit effect art: SummonTargetFX How are you creating the 10 entities? What is the magic effect archetype? Any scripts to look at? Link to comment Share on other sites More sharing options...
Deleted3576383User Posted March 23, 2012 Author Share Posted March 23, 2012 No scripts. Under the Effects of the Spell that the MGEF links to, there are 10 summon creature effects.I was using a script for a staff which didn't have this problem. To make a spell that summons 10 creatures, the scripting is too buggy or undocumented. If I can turn the No Hit Effect on, both the staff and spell can summon multiple creatures at once which seems more convenient that figuring out the script for the spell. Link to comment Share on other sites More sharing options...
elseagoat Posted March 24, 2012 Share Posted March 24, 2012 No scripts. Under the Effects of the Spell that the MGEF links to, there are 10 summon creature effects.I was using a script for a staff which didn't have this problem. To make a spell that summons 10 creatures, the scripting is too buggy or undocumented. If I can turn the No Hit Effect on, both the staff and spell can summon multiple creatures at once which seems more convenient that figuring out the script for the spell. Hmm. It is entirely possible that some script, such as the WI script is actually reliant on those aspects of the spell. Summoning multiple creatures with a script is actually pretty easy, and it is how I would recomend you do it. If you are interested, click the gameplay dropdown menu, then click papyrus script manager. Once there, type "legion" in the filter box. A script called summonskeletallegion should show up, or something like that. Take a look at it, it is very simple and should give you an idea of how to use scripts to do it. using scripts, i found, gave me much more control over the behavior of the summons. that script got me my first mod, a multiple summon spell that works in a unique way, within a week with no previous script experience. It is very easy to understand. Link to comment Share on other sites More sharing options...
Deleted3576383User Posted March 24, 2012 Author Share Posted March 24, 2012 (edited) It looks like the skeletonscript summons them at the player's position. The creatures I want summoned are on a target pointed to. It is still useful to learn from though.I've already made the mod (http://skyrim.nexusmods.com/downloads/file.php?id=9004) but adding the spell component is harder than the staff because, as far as I know, there is not an OnEquip equivalent for spells. That's another way I could add it - if I could find a way for the game to tell whether a spell is in-hand.Thanks for your help. Edited March 24, 2012 by Guest Link to comment Share on other sites More sharing options...
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