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I'm going to murder the creation kit.


AstralFire

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Ahahaha. I went to bed, the KB effect still worked. I woke up, the KB effect no longer works.

 

ahahahahahahaha -cries-

 

I threw in a debug.notification check at the end of the script, not behind an 'if' statement, and fewer than one in ten casts actually returns the notification. The script itself is not firing with consistency for some reason. Is there any way to make a script increase priority? :\

Edited by AstralFire
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ahahahahahahaha -cries-

 

 

I am familiar with ck induced hysteria...

 

Conditions on the magic effect/spell?

 

I recently learned that it is incredibly easy to break certain conditions (MagicEffectWasDualCast and IsDualCasting).

Hours of head scratching as to why those only returned true intermittently...

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No conditions. I got it to work with about 80% reliability before I had to leave the house by bringing the source spell's area down to zero- which also killed the visual explosion. I'm willing to tolerate the explosion loss, but I'd.rather not. The whole thing would be simpler if I could get the explosion's "push living actors" to work, but no luck on that front, if you have any insights?

 

Btw, what was that about dual cast? I want to use those soon... :(

Edited by AstralFire
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See my PSA about it.

Or the summary:

If you have any scripts running that causes the player to script cast a spell - to update spell effects or add special functions to other spells or whatever - IsDualCasting and EffectWasDualCast become invalidated for the spell that is charging.

Edited by cscottydont
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Three magic effects, but the issue persisted even when I brought it down to one. It was Script archetype.

 

I've tried another work around based around a holder script calling the 30s buff spell and the KB spell separately. It worked before I ate dinner; bets are off if it'll still be working tomorrow.

 

EDIT: Ahahahaha it doesn't even work tonight.

 

EDIT2: OMG. I think I figured out what I was doing wrong...

Edited by AstralFire
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I -believe- so.

 

It appears that the source of my woes was the fact that there is no Event OnCast, just an Event OnEffectStart - when I gave my holder effect an area to take advantage of an explosion visual effect, it also made it so that it only counted if there was a target to affect - something which can be hard to guarantee with LoS issues. My keeping the holder with an area, but checking the no area checkbox, I was able to get away with having an explosion and having the holder affect only me. So far, so good; hopefully if I go to bed and wake up in the morning, this still works. :)

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