Lugh1000 Posted April 9, 2012 Share Posted April 9, 2012 It's been like three months since I last checked, I was wondering if anyone's progressed on this. Link to comment Share on other sites More sharing options...
David Brasher Posted April 10, 2012 Share Posted April 10, 2012 It is my guess that the game engine does not really support this and it probably can't be done. (Shame on Bethesda.) If I had to build a mod like this, it would be very low-tech, and very labor intensive. For the spell "Sparks" I would make like 15 versions of it in the CK. They would do different amounts of damage, and cost different amounts of magicka. If I was doing it Oblivion fashion, I would have a message box option script attached to an activator I was using as an alter of spellmaking. If I was doing Morrowind fashion, I would have a mage that you talk to and there would be dialog options instead of a message box option setup. You would choose one of the 15 versions of sparks that you liked best and pay gold for it. But this is a pretty lame system. It would take forever to build, and maybe the gamer wouldn't like any of my 15 varieties of Sparks. Maybe the gamer wanted a spell that combined Sparks and Ice Spike. My system wouldn't be able to handle that. If I did make the system to handle that, then someone would suddenly decide they wanted to combine Sparks with Flamebolt. Link to comment Share on other sites More sharing options...
fg109 Posted April 10, 2012 Share Posted April 10, 2012 I remember creating a conjuration spell-making altar in Oblivion. Basically I created 10 dummy spells, then put a script on the altar that lets you choose which monster you want it to summon, how many, and the duration. Then I used OBSE functions to modify the dummy spells. Nothing like that for Skyrim though. And the first version of SKSE (with scripting functions) doesn't seem to have anything dealing with spells or magic effects. Link to comment Share on other sites More sharing options...
Lugh1000 Posted April 14, 2012 Author Share Posted April 14, 2012 I remember creating a conjuration spell-making altar in Oblivion. Basically I created 10 dummy spells, then put a script on the altar that lets you choose which monster you want it to summon, how many, and the duration. Then I used OBSE functions to modify the dummy spells. Nothing like that for Skyrim though. And the first version of SKSE (with scripting functions) doesn't seem to have anything dealing with spells or magic effects. So it's truly impossible to stack effects, or anything. If I want a spell like that I need to use the kit and make it outside of the game. Link to comment Share on other sites More sharing options...
fg109 Posted April 14, 2012 Share Posted April 14, 2012 Yes, that's right. Link to comment Share on other sites More sharing options...
Recommended Posts