nounoumou Posted March 7, 2018 Share Posted March 7, 2018 I have the companion from The Underground mod and although I am cautious when around creatures that cast curse spells (or reload when getting cursed and loosing strength and fatigue points), currently he got cursed and I didn't noticed until after a lot of gameplay time. When using restore spells they have a temporary effect and after some time the lowered attributes appear again and are even lower than before. (He has by default strength and fatigue 100 and they go to 80, 76, 65 ....) I can load an old save game and lose a lot of progresses, ok, but this thing annoys me a lot as companions (this companion at least) can't heal themselves and of cause can't use the altars. I have found from Tes3mod wiki : a. GetEffect, EffectIDWhere: EffectID = Magic effect to check for, use the following values: (sEffectRestoreAttribute or maybe sEffectRemoveCurse or sEffectRestoreFatigue and sEffectRestoreStrength ) Example:if ( GetEffect, sEffectSilence == 1 )set sValue to ( "cienne sintieve"->GetEffect, sEffectShield != 0 ) Scripts: Example_NPC_StuffshrineTemple Returns 1 if the given spell effect is currently on the calling object. Do not confuse effects and spells (effects are what make up the spells). You can also use an exact literal value for the EffectID if you know it. and: b.RemoveEffects, EffectIDWhere: EffectID = Magic effect to remove, use the following number values: (74 = sEffectRestoreAttribute or maybe 100 = sEffectRemoveCurse or 77 = sEffectRestoreFatigue -this option has not a number id for restore strength though) Example: RemoveEffects, 56player->RemoveEffects, 1 Removes all spells currently affecting the calling actor that include the given effect. Note that this is slightly different from the GetEffect function which accepts the sEffect___ ID rather than the numeric value. Should I use some of the above with "His ID->" ? If yes, which one? The get or remove commands?Also, the value should be 1 ? Or, is there some other way to restore his attributes or make him immune to these silly curses? Any help is appreciated! Link to comment Share on other sites More sharing options...
nounoumou Posted March 13, 2018 Author Share Posted March 13, 2018 in relation to the above ... why when I use the "teleport control" spell that comes with Melian's teleport mod on my companion, (my cursed companion, whom I decided to "cure" when needed by giving myself an Almsivi Restoration on touch ability with compliments of the console) is he summoned having his attributes lowered while when I recall with him his attributes are unaltered? And as a side note about Melian's teleport mod, I noticed that if I recall with my companion more than twice subsequently and then I summon him -again in the same short period of time- when he appears (and after I cast restoration spell in order to fix his strength issue so that he can move again) he gets in a non stop "walking mod" and becomes unresponding to all commands .He just walks away... Johnny Rains becomes Johnny Walker. Link to comment Share on other sites More sharing options...
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